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 28f3
authors Alvarado, R.G., Vildósola, G.V., Parra, J.C. and Jara, M.R.
year 2000
title Creacion/Creatividad: Evaluando Diseños Arquitectónicos con Realidad Virtual (Creation/Creativity: Evaluating Architectural Designs by means of Virtual Reality)
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. 243-246
summary ¿Can the computer improves the architectural creativity? This question is explored through a Virtual-Reality system developed for the modeling of timber structures, based on parametric elements, constructive programming and immersive visualization on real-time. Making experiences of evaluation with advanced students of architecture, whose use the system in the beginning of projects, compared with other group use not the system. This research faces the possibilities to rationalizate part of the creative process in architecture, broading the role of computer and its contribution to quality of design, and extending the possibilities to teach and share the creation of project. It is argue that major potential in this field is the swiftness, formal variety and spatial living of design, challenging the differences between objective and subjective.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 4cc0
authors Bouchlaghem, N., Khosowshahi, F. and White, J.
year 2000
title Virtual reality as a visualisation tool: Benefits and constraints
source CIDAC, Volume 2 Issue 4 November 2000 pp. 216-224
summary The benefits and applications of virtual reality (VR) in the construction industry have been investigated for almost a decade. However, the practical implementation of VR in the construction industry has yet to reach maturity owing to technical constraints. The need for effective information management presents challenges: both transfer of building data to, and organisation of building information within, the virtual environment require consideration. This paper reviews the applications and benefits of VR in the built environment field and reports on a collaboration between Loughborough University and South Bank University to overcome constraints on the use of the overall VR model for whole lifecycle visualisation. The work at each research centre is concerned with an aspect of information management within VR applications for the built environment, and both data transfer and internal data organisation have been investigated. In this paper, similarities and differences between computer-aided design (CAD) and VR packages are first discussed. Three different approaches to the creation of VR models during the design stage are identified and described, with a view to providing sharing understanding across the interdiscipliary groups involved. The suitable organisation of building information within the virtual environment is then further investigated. This work focused on the visualisation of the degradation of a building, through its lifespan, with the view to provide a visual aid for developing an effective and economic project maintenance programme. Finally consideration is given to the potential of emerging standards to facilitate an integrated use of VR. The convergence towards similar data structures in VR and other construction packages may enable visualisation to be better utilised in the overall lifecycle model.
keywords Virtual Reality, Information Management, Data Exchange, 3D Modelling, 4D Visualisation
series journal paper
last changed 2003/05/15 21:23

_id ga0025
id ga0025
authors Chiodi , Andrea and Vernillo, Marco M.
year 2000
title Deep Architectures and Exterior Communication in Generative Art
source International Conference on Generative Art
summary Human beings formulate their thoughts through their own language. To use a sentence by Ezra Pound: “The thought hinges on word definition.” Software beings formulate their thoughts through data structures. Not through a specific expressive means, but directly through concepts and relations. Human beings formulate their thoughts in a context, which does not require any further translation. If software beings want to be appreciated by human beings, they are forced to translate their thoughts in one of the languages the human beings are able to understand. On the contrary, when a software being communicates with another software being, this unnatural translation is not justified: communication takes place directly through data structures, made uniform by opportune communication protocols. The Generative Art prospect gives the software beings the opportunity to create works according to their own nature. But, if the result of such a creation must be expressed in a language human beings are able to comprehend, then this result is a sort of circus performance and not a free thought. Let’s give software beings the dignity they deserve and therefore allow them to express themselves according to their own nature: by data structures. This work studies in depth the opportunity to divide the software ‘thought’ communication from its translation in a human language. The recent introduction of XML leads to formal languages definition oriented to data structure representation. Intrinsically data and program, XML allows, through subsequent executions and validations, the realization of typical contextual grammars descriptions, allowing the management of high complexities. The translation from a data structure into a human language can take place later on and be oriented to different alternative kind of expression: lexical (according to national languages), graphical, musical, plastic. The direct expression of data structures promises further communication opportunities also for human beings. One of these is the definition of a non-national language, as free as possible from lexical ambiguities, extremely precise. Another opportunity concerns the possibility to express concepts usually hidden by their own representation. A Roman bridge, the adagio “Music for strings, celesta and drums” by Bartok and Kafka’s short novel “In the gallery” have something in common; a work of Generative Art, first expressed in terms of structure and then translated into an architectural, musical, or literary work can express this explicit community.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id b352
authors Kilkelly, Michael
year 2000
title Off The Page: Object-Oriented Construction Drawings
doi https://doi.org/10.52842/conf.acadia.2000.147
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. 147-151
summary This paper discusses methods in which inefficiencies in the construction documentation process can be addressed through the application of digital technology. These inefficiencies are directly related to the time consuming nature of the construction documentation process, given that the majority of time is spent reformatting and redrawing previous details and specifications. The concepts of objectoriented programming are used as an organizational framework for construction documentation. Database structures are also used as a key component to information reuse in the documentation process. A prototype system is developed as an alternative to current Computer-Aided Drafting software. This prototype, the Drawing Assembler, functions as a graphic search engine for construction details. It links a building component database with a construction detail database through the intersection of dissimilar objects.
series ACADIA
last changed 2022/06/07 07:52

_id ga0005
id ga0005
authors Kubasiewicz, Jan and Jang, DK  
year 2000
title InfoGEOMETRY. Conceptual Prototype for Navigating InfoSPACE
source International Conference on Generative Art
summary InfoGEOMETRY  is the word the authors use to describe the concept of utilizing geometric patterns and dynamic symmetry in graphical user interface design for navigating complex information. This paper refers to a specific collaborative project in which the concept of infoGeometry was first introduced as an alternative tool of information architecture. In their design process, the authors tried to reconcile the visual nature of geometric vocabulary with parametric nature of interface design and dynamic nature of information organization. The project resulted in experimental interactive tools for information search and navigating complex information structures. 2. YOU ARE HERE. A study in interactivity. This paper refers to a studio project in interface design, conducted at the Massachusetts College of Art in Boston, where individual designers explored essential concepts in navigating complex structures of information. Taking the notion of You-Are-Here as a point of departure, individual designers explored various definitions and interpretations of the notion's three components: You(We/They, etc)-Are(Will Be/Have Been, etc)-Here(in Time/in Space). Exploring specific instances of parametric design and developing linked, multiple representations for information display resulted in a broad spectrum of contexts associated with navigation. Specific descriptions of individual instances will accompany the final presentation of the project.  
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id diss_sola
id diss_sola
authors Sola-Morales, Pau
year 2000
title Representation in Architecture: A Data Model for Computer-Aided Architectural Design
source DDes Thesis, Harvard Design School, Cambridge, MA
summary Traditional representation systems – including technical drawings, perspectives, models and photography – have historically been used by architects to communicate projectual ideas to other agents in the process, as well to communicate ideas to themselves and recording them for future reference. The increasing complexity of the projects, involving more agents in ever more distant locations; the need for a greater semantic richness to express all the subtleties of the technical, cost and styling details; and -- most importantly – the introduction of computers in every day practice, which enable powerful data generation and manipulation; all these factors together demand for a new representation system adapted to the new digital medium. Yet, traditional CAAD software packages do not offer a solution to any of these problems, for their data model is too simplified to model complex projects and ideas, and are based on geometrical representations of the built environment. This dissertation addresses the issue of computer representation of architecture, and tries to refocus the discussion from a “geometric representation of objects” to a “representation of relationships among objects.” After studying the nature of design, it is observed that objects in the built environment can be represented as patterns of relationships. Based on the object-oriented data model (OODM), which can capture such relationships, the research proposes a new data model and a new set of abstractions of architectural elements that represent the patterns of relationships among them. The resulting representations are networks of design concepts and intentions, hypertext-like structures conveying all the semantic richness of the architectural project, containing qualitative as well as quantitative information. It is analogous to a “digital writing” or “encoding” of architecture. Being stored in an OO, centralized, concurrent database, these object models can be shared and exchanged among design professionals, adding up to a universal computer-readable design representation system.
series thesis:PhD
last changed 2005/09/09 12:58

_id 3f51
authors Streich, B., Oxman, R. and Fritz, O.
year 2000
title Computer-Simulated Growth Processes in Urban Planning and Architecture
doi https://doi.org/10.52842/conf.acadia.2000.233
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. 233-237
summary Urban structures, developed and grown over a period of time, are created by processes that, due to the number of influential factors, are not longer comprehensible as a whole. Their development is very complex and depends on a big number of reciprocal factors that even architects or planners sometimes cannot recognize the formal, functional and rational processes of thinking behind it. The involved mechanisms however are particularly obvious in historical urban structures that came to exist over a period of centuries. The planned relationships within these conglomerates are governed by nearly indiscernible rules and show similarities in form and shape to living and non-living forms in nature. They are clearly analogous to fractals or systems with chaotic behavior. In the course of the research project “media experimental design”, financed by the German Research Foundation, algorithms are sought that are able to simulate urban analogous structures digitally. To this effect the main rules of growth processes are researched and extracted. Then, by following these rules, virtual structures are developed and shown by using powerful three-dimensional techniques. The developed mechanisms allow urban planning to be process-oriented, interactive and flexible for permanently changing parameters. With an implemented set of rules the computer is able to create a design and to react to changing situations. In several experimental studies structures were successfully generated which have different forms and qualities depending on their set of rules. For example, structures were programmed which are similar to a big city while other look like a village in hilly landscape. Diverse rules and strategies have been used in order to reduce them to shape specific factors. The rules for growth are administered by a specifically developed databank with sophisticated search mechanisms using the Issue-Concept- Form tool as case-based-reasoning method.
keywords Simulation, Urban Growth-Processes, Virtual Reality
series ACADIA
email
last changed 2022/06/07 07:56

_id dfaf
authors Ataman, Osman
year 2000
title Some Experimental Results in the Assessment of Architectural Media
doi https://doi.org/10.52842/conf.acadia.2000.163
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. 163-171
summary The relationship between the media and architectural design can be an important factor and can influence the design outcome. However, the nature, direction and magnitude of this relationship are unknown. Consequently, there have been many speculative claims about this relationship and almost none of them are supported with empirical research studies. In order to investigate these claims and to provide a testable framework for their potential contributions to architectural education, this study aims to explore the effects of media on architectural design. During 1995-1997, a total of 90 students enrolling in First Year Design Studio and Introduction to Computing classes at Georgia Tech participated in the study. A set of quantitative measures was developed to assess the differences between the two media and the effects on the architectural design. The results suggested that media influenced certain aspects of students’ designs. It is concluded that there is a strong relationship between the media and architectural design. The type of media not only changes some quantifiable design parameters but also affects the quality of design.
series ACADIA
email
last changed 2022/06/07 07:54

_id d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
doi https://doi.org/10.52842/conf.ecaade.1999.431
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
summary The work described here is aimed at contributing towards the debate and development relating to the construction of interfaces to explore buildings and their environs through virtual worlds. We describe a particular hardware and software configuration which is derived by the use of low cost games software to create the Virtual Environment. The Physical Interface responds to the work of other researchers, in this area, in particular Shaw (1994) and Vasquez de Velasco & Trigo (1997). Virtual Evironments might have the potential to be "a magical window into other worlds, from molecules to minds" (Rheingold, 1992), but what is the nature of that window? Currently it is often a translucent opening which gives a hazy and distorted (disembodied) view. And many versions of such openings are relatively expensive. We consider ways towards clearing the haze without too much expense, adapting techniques proposed by developers of low cost virtual reality systems (Hollands, 1995) for use in an architectural setting.
keywords Virtual Environments, Games Software
series eCAADe
email
last changed 2022/06/07 07:51

_id 06e8
authors Knight, Michael W. and Brown, Andre G.P.
year 2000
title Interfaces for Virtual Environments; A Review Recent Developments and Potential Ways forward
doi https://doi.org/10.52842/conf.ecaade.2000.215
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. 215-219
summary The physical and visual nature of the interface devices and media that enable the human agent to interact with a virtual world have evolved over the past few years. In this paper we consider the different lines of development that have taken place in the refinement of these interfaces and summarise what has been learned about the appropriate nature of the interface for such interaction. In terms of the physical aspects we report on the kind of devices that have been used to enable the human agent to operate within the computer generated environment. We point out the successes and failures in the systems that have been tried out in recent years. Likewise we consider the kinds of software generated interface that have been used to represent virtual worlds. Again, we review the efficacy of the environments that have been devised; the quality of the Cyberplace. Our aim is to be able to comment on the effectiveness of the systems that have been devised from a number of points of view. We consider the physical and software-based aids for navigation; the nature of the representation of architectural worlds; strengthening “groundedness”; the inclusion of “otherness”; and reinforcement of the idea of “presence”
keywords Virtual Environments, Games Engines, Collaborative Design, Navigation Metaphors
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:51

_id ga0009
id ga0009
authors Lewis, Matthew
year 2000
title Aesthetic Evolutionary Design with Data Flow Networks
source International Conference on Generative Art
summary For a little over a decade, software has been created which allows for the design of visual content by aesthetic evolutionary design (AED) [3]. The great majority of these AED systems involve custom software intended for breeding entities within one fairly narrow problem domain, e.g., certain classes of buildings, cars, images, etc. [5]. Only a very few generic AED systems have been attempted, and extending them to a new design problem domain can require a significant amount of custom software development [6][8]. High end computer graphics software packages have in recent years become sufficiently robust to allow for flexible specification and construction of high level procedural models. These packages also provide extensibility, allowing for the creation of new software tools. One component of these systems which enables rapid development of new generative models and tools is the visual data flow network [1][2][7]. One of the first CG packages to employ this paradigm was Houdini. A system constructed within Houdini which allows for very fast generic specification of evolvable parametric prototypes is described [4]. The real-time nature of the software, when combined with the interlocking data networks, allows not only for vertical ancestor/child populations within the design space to be explored, but also allows for fast "horizontal" exploration of the potential population surface. Several example problem domains will be presented and discussed. References: [1] Alias | Wavefront. Maya. 2000, http://www.aliaswavefront.com [2] Avid. SOFTIMAGE. 2000, http://www.softimage.com [3] Bentley, Peter J. Evolutionary Design by Computers. Morgan Kaufmann, 1999. [4] Lewis, Matthew. "Metavolve Home Page". 2000, http://www.cgrg.ohio-state.edu/~mlewis/AED/Metavolve/ [5] Lewis, Matthew. "Visual Aesthetic Evolutionary Design Links". 2000, http://www.cgrg.ohio-state.edu/~mlewis/aed.html [6] Rowley, Timothy. "A Toolkit for Visual Genetic Programming". Technical Report GCG-74, The Geometry Center, University of Minnesota, 1994. [7] Side Effects Software. Houdini. 2000, http://www.sidefx.com [8] Todd, Stephen and William Latham. "The Mutation and Growth of Art by Computers" in Evolutionary Design by Computers, Peter Bentley ed., pp. 221-250, Chapter 9, Morgan Kaufmann, 1999.    
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8b5e
authors Papamichael, Konstantinos
year 2000
title Desktop Radiance A New Tool for Computer-Aided Daylighting Design
doi https://doi.org/10.52842/conf.acadia.2000.009
source ACADIA Quarterly, vol. 19, no. 2, pp. 9-11
summary The use of daylight for the illumination of building interiors has the potential to enhance the quality of the environment while providing opportunities to save energy by replacing or supplementing electric lighting. Moreover, it has the potential to reduce heating and cooling loads, which offer additional energy saving opportunities, as well as reductions in HVAC equipment sizing and cost. All of these benefits, however, assume proper use of daylighting strategies and technologies, whose performance depends on the context of their application. On the other hand, improper use can have significant negative effects on both comfort and energy requirements, such as increased glare and cooling loads. To ensure proper use, designers need tools that model the dynamic nature of daylight and accurately predict performance with respect to a multitude of performance criteria, extending beyond comfort and energy to include aesthetics, cost, security, safety, etc.
series ACADIA
email
last changed 2022/06/07 08:00

_id 4aa9
authors Roberts, Andrew
year 1999
title Virtual Site Planning
doi https://doi.org/10.52842/conf.ecaade.1999.442
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 442-447
summary This paper looks at the potential for the Virtual Reality to be used as a medium for the development of teaching tools in Architectural and Urban Design Education. It identifies examples and lessons learned from the development of teaching tools in other disciplines. The paper outlines a prototype system developed at Cardiff University to help Town Planning students understand the three dimensional nature of site planning and design. This was developed following difficulties encountered by students in using CAD which was seen as insufficiently intuitive to allow effective use within the short timespan available. The prototype system allows students to access their site through the familiar environment of a Web Browser. A number of 'Standard' house types are available which can be selected and inserted into the design space. Once in the space the houses can be viewed in three dimensions, moved and rotated in order to form any configuration that the students may wish. The system is easily customisable; it need not be limited to uses in urban design, but could be used in many situations where component parts are arranged in space.
keywords Virtual Reality, Teaching, Learning, Site Planning
series eCAADe
email
more http://ctiweb.cf.ac.uk/Housing/
last changed 2022/06/07 07:56

_id cc97
authors Zhou, Q., Krawczyk, R.J. and Schipporeit, G.
year 2002
title From CAD to iAD - A Web-based Steel Consulting of Steel Construction in Architecture
doi https://doi.org/10.52842/conf.ecaade.2002.346
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 346-349
summary Information technology has become so powerful that what is conventionally called CAD might evolve to iAD (Internet Aided Design) (Zhou 2000). For Internet applications in the AEC industry, most of the efforts and success have been concentrated on project management and collaboration, while in the design and engineering consulting area, limited progress has been made. At the same time, contemporary development has not changed the nature of the fragmentation of the AEC industry. Based on previous research of surveys of development of Internet applications in the AEC industry (Zhou 2001), and the proposal of conceptual model of Internet-based engineering consulting in architecture (Zhou2002), we try to apply these theories and concepts into a specified area, steel construction consulting for architects. In previous research, first of all, we defined the contents and scope of steel construction consulting and their potential application. Second, we proposed a solid working model covering structure organization, audience, services provided and technology. In this research, a web-based application will be out by prototyped by conducting a conceptual design consulting in steel structure in order to show the whole process of how this Internet-based consulting model works.
series eCAADe
email
last changed 2022/06/07 07:57

_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 86dc
authors Aouad, G., and Price, A.D.F.
year 1993
title An integrated system to aid the planning of concrete structures: introducing the system
source The Int. Journal of Construction IT1(2), pp.1-14
summary This paper reports on the development at Loughborough University of a CAD-based integrated model to aid the planning of in-situ concrete structures. The system development started after a review of the planning models currently available and after a detailed questionnaire survey undertaken amongst the top UK and US contractors on the current status of planning techniques and information technology. The main aim of this system is to automate the planning process of in-situ concrete structures using data generated by CAD systems. So far, the integration of a CAD system (AutoCAD 10) and a computerized scheduling system (Artemis 2000) has been achieved on a typical IBM-PC. This enables the generation of network plans using AutoCAD which are then automatically transferred to the Artemis system for time and cost analyses.Traditionally, construction planners are faced with many conventional drawings and documents which are used to re-extract information relevant to their planning processes. Such an approach can be very inefficient as it involves data double-handling and is often error prone. In addition, current computerized construction planning applications are little more than the automation of manual formulations of plans. For example, data are fed into the planning system and computations are performed using either CPM (Critical Path Method) or PERT (Programme Evaluation and Review Technique). However, data relating to the planning process such as activity lists, resources requirements and durations are not automatically generated within the system. It would thus seem logical to devise a CAD-based integrated planning model which accepts data in its electronic format and involves some integration of the traditional planning approach. This paper introduces the proposed CAD-based integrated planning model and describes its different components. In addition, it discusses the system functional specifications and summarizes the main benefits and limitations of such a model.
series journal paper
last changed 2003/05/15 21:45

_id a35a
authors Arponen, Matti
year 2002
title From 2D Base Map To 3D City Model
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.17-I.28
summary Since 1997 Helsinki City Survey Division has proceeded in experimenting and in developing the methods for converting and supplementing current digital 2D base maps in the scale 1:500 to a 3D city model. Actually since 1986 project areas have been produced in 3D for city planning and construction projects, but working with the whole map database started in 1997 because of customer demands and competitive 3D projects. 3D map database needs new data modelling and structures, map update processes need new working orders and the draftsmen need to learn a new profession; the 3D modeller. Laser-scanning and digital photogrammetry have been used in collecting 3D information on the map objects. During the years 1999-2000 laser-scanning experiments covering 45 km2 have been carried out utilizing the Swedish TopEye system. Simultaneous digital photography produces material for orto photo mosaics. These have been applied in mapping out dated map features and in vectorizing 3D buildings manually, semi automatically and automatically. In modelling we use TerraScan, TerraPhoto and TerraModeler sw, which are developed in Finland. The 3D city model project is at the same time partially a software development project. An accuracy and feasibility study was also completed and will be shortly presented. The three scales of 3D models are also presented in this paper. Some new 3D products and some usage of 3D city models in practice will be demonstrated in the actual presentation.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/11/21 15:16

_id 88a1
authors Brenner, Claus
year 2000
title Towards Fully Automatic Generation of City Models
source IAPRS Vol. XXXIII, Part B3/1, Comm. III [ISPRS Congress], pp. 85-92
summary Once thought of being useful primarily for planning the location of telecommunication antennas, it has become clear in the meantime that three-dimensional city models are of importance in their own right. This paper presents some of our latest results on the reconstruction of building models from laser scanning DSM’s and digital ground plans. First, we show how buildings can be reconstructed from ground plans and generalize the standard straight skeleton algorithm. In a second step, we introduce the information which can be obtained from DSM segmentation in order to recover building structures which cannot be inferred directly from the ground plan. The work presented in this paper is actually part of our larger ATOP approach, a new framework for the fully automatic generation of city models.
keywords 3D City modeling
series other
last changed 2003/05/15 10:29

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id f97e
authors Commission of the European Communities
year 2001
title The e-learning action plan: designing tomorrow’s education
source Communication from the Commission to the Council and the EuropeanParliament, COM(2001) 172 final, 28 March 2001
summary The "eLearning: Designing tomorrow's education" initiative1 was adopted by the European Commission on 24 May 2000. Following up the conclusions of the Lisbon European Council, it set out the principles, objectives and lines of action of eLearning, defined as the use of new multimedia technologies and the Internet to improve the quality of learning by facilitating access to resources and services as well as remote exchanges and collaboration. The eLearning initiative was welcomed by the Ministers of Education and by the Feira European Council in June 2000. The eLearning initiative is part of the comprehensive eEurope Action Plan2, the aim of which is to allow Europe to exploit its strengths and overcome the barriers holding back the uptake of digital technologies. It also falls in with the Report on the concrete future objectives of education systems3 by adopting information and communication technology development as one of its objectives. The effectiveness of education systems depends entirely on the effectiveness of the approaches to teaching and learning. In order to be effective, the introduction of information and communication technologies will have to be accompanied by a far-reaching reorganisation of learning structures. The eLearning initiative is also of relevance for the candidate countries given the interest they have shown for the eEurope action plan.
series other
last changed 2003/04/23 15:50

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