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 744

_id f73b
authors Brady, Darlene A.
year 2000
title Percept vs. Precept: Digital Media & the Creative Process
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 261-264
doi https://doi.org/10.52842/conf.ecaade.2000.261
summary The design of architecture, as well as all of the arts, is a creative act concerned with the expression of ideas through culturally significant and relevant form. In order for the creative act to transcend the authority or dictates of precedents or trends, it must be informed and guided by a process and not a product; one which reveals, but does not dictate, expressive, functional form. The initial impact of digital media on architectural design has been the ability to render the look of a final project or to create shapes that reflect the facility of the tool. Digital media also enables the composition and structure of space and form to be discovered simultaneously and relationally with the phenomena of color and kinetics, to generate and visualize an idea as form, and to represent form as experience. This requires interweaving computing with a creative process in which percept, rather than precept, is the driving force of the investigation. This paper explores the role of ideation, tectonic color and kinetics as an intentional design strategy and formgiver for architecture. The role of the computer is to enable the designer to generate meaningful architecture beyond precepts of image and style. Design as a making in the mind uses our rational and imaginative faculties. Complete freedom is not a necessity for inventiveness. Research on creativity indicates that "constraining options and focusing thought in a specific, rigorous and discerning direction" play an important role. The key is a balance of structured and discursive inquiry that encourages a speculative, free association of ideas. Tim Berners-Lee, one of the creators of the World Wide Web, likened creativity to a weblike process that is nonlinear but also not random; which when placed in an environment rich with information will float ideas so the mind "can jiggle them into an insight." Geoffrey Vickers in his essay, "Rationality and Intuition" described this symbiotic relationship as "...two functions which in practice are never wholly separated but which are, nonetheless, logically distinct as two reciprocating phases in a recurrent process of mental activity." The rational is formative and intuition is generative; both are essential to creativity.
keywords Percept, Creativity, Ideation, Tectonic Color, Kinetics
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id ddssar0029
id ddssar0029
authors Vries, B. de, Jessurun, J. and Engeli, M.
year 2000
title Development of an intuitive 3D sketching tool
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary 3D sketching is a confusing description of an architectural design means. It is confusing, or even worse apparently wrong, because traditional sketching is inherently a two dimensional activity. Though the final stages of design are currently well support by CAD packages, almost every architect prefers paper and pencil for the early sketching phases. The challenge is to develop a (computer supported) design tool that is as direct and intuitive as paper and pencil. The computer enables us to directly map our spatial mental model into 3D rendered images. As such a new kind of design means is created which is best indicated as an intuitive 3D sketching tool. Within the VR-DIS research programme of the Design Systems group of the Eindhoven University of Technology a tool named DDDoolz has been developed as an experimental 3D sketching tool. This paper will report on the preliminary phase in which several input devices such as mouse, bird and voice were tested. For this purpose simple prototype applications were implemented. Building upon these experiences a functional brief was defined for the sketching tool. The system design will be elaborated in this paper using OO schema techniques. Because of its limited yet powerful functionality, a comprehensive system description can be presented. The application has been used in a first years CAD course. Students’ experiences will be discussed demonstrating the strengths and weaknesses of DDDoolz. In conclusion, a list of improvements will be presented and the future directions are indicated that will be followed in regard of the continuing research on design and decision support tools.
series DDSS
last changed 2003/08/07 16:36

_id 0c63
authors Montagu, Arturo, Rodriguez Barros, Diana and Chernobilsky, Lilia B.
year 1999
title Design, Qualitative Analysis and Digital Media: An Experimental Pedagogic Approach to the Cultural Evaluation and Integration of Media
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 127-135
doi https://doi.org/10.52842/conf.ecaade.1999.127
summary Globalization is a multidimensional process which impregnates all the facts and events of our present culture and, as a by-product of this situation, there is a set of complex relationships where "intuitive behavior plus knowledge and information technology" are central issues of the new pedagogic procedures of our times. In this paper we assume by "knowledge" the data obtained from a set of relationships orientated towards the "heuristic approach" from the point of view of "qualitative analysis" concepts (Muhr 91). Our main "provisional hypothesis" is to use this methodology to control the analysis-synthesis process as a continuous procedure during the design stages. One particular aspect of this view is going through the "informatic culture phenomena" which is the base of the present "turning point" of design procedures in most of the architectural and design schools around the world. This paper discusses how "media" is affecting the "design process" regarding three aspects: the conceptual, the instrumental and the representational one. These aspects are affecting also the cultural models and creating new paradigms in the way how new design methodologies combine "heuristics procedures" with the growing set of computer graphics parameters.
keywords Architecture, Design, Qualitative Analysis, Digital Media
series eCAADe
email
last changed 2022/06/07 07:58

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
doi https://doi.org/10.52842/conf.ecaade.1999.370
summary Leeds Metropolitan University is well placed to carry out research into multi-disciplinary team-working, as all the design and construction disciplines are housed in one faculty. Staff have set up an experimental project, TIME IT (Team-working in Multi-disciplinary Environments using IT) which examines ways of working in the design/construction process and how IT is used when there is no commercial pressure. Four groups of four students, one graduate diploma architect, and one final year student from each of Civil Engineering, Construction Management and Quantity Surveying have been working on feasibility studies for projects that are based on completed schemes or have been devised by collaborators in the Construction Industry. Students have been asked to produce a PowerPoint presentation, in up to five working days, of a design scheme, with costs, structural analysis and construction programme. The students are not assessed on the quality of the product, but on their own ability to monitor the process and use of IT. Despite this, aggressive competition evolved between the teams to produce the 'best' design. Five projects were run in the 1998/99 session. A dedicated IT suite has been provided; each group of students had exclusive use of a machine. They were not told how to approach the projects nor when to use the available technology, but were asked to keep the use of paper to a minimum and to keep all their work on the server, so that it could be monitored externally. Not so. They plotted the AO drawings of an existing building that had been provided on the server. They like paper - they can scribble on it, fold it, tear it and throw it at one another.
keywords IT, Multi-disciplinary, Teamwork
series eCAADe
email
last changed 2022/06/07 07:50

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

_id 6800
authors Stellingwerff, Martijn
year 1999
title SketchBoX
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 491-497
doi https://doi.org/10.52842/conf.ecaade.1999.491
summary Most Computer Aided Architectural Design software suits the engineered aspects of design quite well but is lacking as a design medium. As far as sketching is concerned, many architects still rely on traditional media such as pen and paper and scale models. This paper presents a theory concerning design media and the application of typical media aspects in a spatial sketch program. SketchBoX is conceived as an experimental 3D version of a sketchbook. It can be used for the notation of primary forms and structures in 'architectural' space. The program consists of several transparent drawing surfaces that can be placed in relation to each other and in relation to models of design or different design contexts. Thus architects and students in architecture might be able to explore more adequately the spatial configuration of the built environment and they can comment within the models of their designs. Architectural group discussions and collaborative work can be enhanced by SketchBoX because visual annotations can be made directly in relation to a 3D model. This paper describes the consequent design considerations and expected use of the SketchBoX program.
keywords Exploration, Sketching, Commenting, Media, Creativity
series eCAADe
email
last changed 2022/06/07 07:56

_id d267
authors Verbeke, J. Provoost, T., Verleye, J., Nys, K., Van Zutphen, R., Achten, H., Turksma, A., Pittioni, G., Asanowicz, A., Jakimowicz A. and Af Klercker, J.
year 1999
title AVOCAAD, The Experience
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 244-251
doi https://doi.org/10.52842/conf.ecaade.1999.244
summary The Leonardo da Vinci project AVOCAAD (Added Value of Computer Aided Architectural Design) aims at stimulating creative and experimental use of computers in the field of Architecture and Construction by the use of new technologies. For this purpose, a large set of exercises and exercise materials was developed and is now available through an interactive web-site. This allows regular students as well as architects in practice to continuously seek for a more interesting and inspiring use of computers and IC-technology, adding value in their own field of interest and work. The interactive web-site generates a virtual forum for exchange of ideas. The AVOCAAD partners as well as the newly joined partners are currently using and testing the available teaching materials (exercises, foreground and background information) with students. Moreover a small design exercise in the context of the project has been the theme of a workshop held at the AVOCAAD 1999 conference. Students and architects were asked to create a design in a predefined space based on experimental architectural music. This paper intends to report on the experiences we gained in using the interactive web-site, the exercises and also doing the workshop. We will address the pedagogical implications of issues like learning environment, continuous and distance learning, and focus on their impact towards CAAD curricula. Examples and results will illustrate the general framework.
keywords AVOCAAD, CAAD, Creativity, LLL, ODL
series eCAADe
email
more http://www.avocaad.org
last changed 2022/06/07 07:58

_id 3b6f
authors Bund, Elizabeth and Macchi, Alejandra
year 2000
title La Dimensión Temporal Lo secuencial y lo concurrente en el proceso proyectual (The Temporal Dimension: The Secuential and the Concurent in the Design Process)
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. 115-119
summary Every architectonic problem is thought and solved through certain period of time. In fact, architectonic thinking, as a mental representation of an object is long, plentiful, vast and continuous. Temporal dimension defines in this way its pertinence at project proceeding. However digital media has modified its temporality profile . Dynamics of space-time relation in project dimension is modified by the reformulation of shape-place-materiality and light traditional concepts.If we could assure that temporal variable has presented from sequenciality, as operations characterized by a high determinism and so accomplishing some unavoidable stages. Digital media, establishes concurrence and juxtaposition, sequences become smaller until their superposition and fusion as well.Simultaneity of thoughts reinforces the sincronic and the permanent. While vivid simulation in the mobile field, introduces notion of time and to become.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2aec
authors Oxman, Rivka
year 2000
title Design media for the cognitive designer
source Automation in Construction 9 (4) (2000) pp. 337-346
summary Work on media for design which are responsive to the cognitive processes of the human designer are introduced as a paradigm for research and development. Design media are intended to support the cognitive nature of design and, particularly, the exploitation of design knowledge in computational environments. Basic theoretical assumptions are presented which underlie the development of design media. A central assumption is that designers share common forms of design knowledge which can be formalized, represented, and employed in computational environments. Generic knowledge is proposed as one such seminal form of design knowledge. We then develop a cognitive model which relates to the internal mental representations, strategies and mechanisms of generic design. The paper emphasizes the theoretical foundations of design media. This theoretical discussion is then exemplified through case studies presenting current research for the support of visual cognition in design. We introduce an approach to design schema as a visual form of generic design knowledge. Secondly we present a conceptual framework for the support of schema emergence in visual reasoning in design media. Finally, some implications of schema emergence in design collaboration are presented and discussed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 1bb0
authors Russell, S. and Norvig, P.
year 1995
title Artificial Intelligence: A Modern Approach
source Prentice Hall, Englewood Cliffs, NJ
summary Humankind has given itself the scientific name homo sapiens--man the wise--because our mental capacities are so important to our everyday lives and our sense of self. The field of artificial intelligence, or AI, attempts to understand intelligent entities. Thus, one reason to study it is to learn more about ourselves. But unlike philosophy and psychology, which are also concerned with AI strives to build intelligent entities as well as understand them. Another reason to study AI is that these constructed intelligent entities are interesting and useful in their own right. AI has produced many significant and impressive products even at this early stage in its development. Although no one can predict the future in detail, it is clear that computers with human-level intelligence (or better) would have a huge impact on our everyday lives and on the future course of civilization. AI addresses one of the ultimate puzzles. How is it possible for a slow, tiny brain{brain}, whether biological or electronic, to perceive, understand, predict, and manipulate a world far larger and more complicated than itself? How do we go about making something with those properties? These are hard questions, but unlike the search for faster-than-light travel or an antigravity device, the researcher in AI has solid evidence that the quest is possible. All the researcher has to do is look in the mirror to see an example of an intelligent system. AI is one of the newest disciplines. It was formally initiated in 1956, when the name was coined, although at that point work had been under way for about five years. Along with modern genetics, it is regularly cited as the ``field I would most like to be in'' by scientists in other disciplines. A student in physics might reasonably feel that all the good ideas have already been taken by Galileo, Newton, Einstein, and the rest, and that it takes many years of study before one can contribute new ideas. AI, on the other hand, still has openings for a full-time Einstein. The study of intelligence is also one of the oldest disciplines. For over 2000 years, philosophers have tried to understand how seeing, learning, remembering, and reasoning could, or should, be done. The advent of usable computers in the early 1950s turned the learned but armchair speculation concerning these mental faculties into a real experimental and theoretical discipline. Many felt that the new ``Electronic Super-Brains'' had unlimited potential for intelligence. ``Faster Than Einstein'' was a typical headline. But as well as providing a vehicle for creating artificially intelligent entities, the computer provides a tool for testing theories of intelligence, and many theories failed to withstand the test--a case of ``out of the armchair, into the fire.'' AI has turned out to be more difficult than many at first imagined, and modern ideas are much richer, more subtle, and more interesting as a result. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry{poetry}, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavor. In this sense, it is truly a universal field.
series other
last changed 2003/04/23 15:14

_id ddssar0028
id ddssar0028
authors Uysal, V. Safak and Wilsing, Markus
year 2000
title Embodying architecture, studying dance: movement as means of studying body-space relationship
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Body, even at its most still form, is the most violent against the acclamations of architectural space formulated in terms of a “search for the order in the environment”. It leans against the wall, hits the table, falls over the bed, approaches the window case, shakes and trembles in empty space: in short, it moves; it is alive. However violently, the presence of the human being is the fundamental input for the architectural practice since it is an art of creating spaces to enhance the living conditions of the human being. In recognizing the violent character of the body, we must include not only the real bodily movement, but also the extensions of that movement which we make in imagination. In this study, the authors discuss the possibilities of studying theatrical dance in order to understand the body-space relationship, constructing an analogy to the contact improvisation technique. Use of space in performance is examined on a two dimensional model: one dimension marked by body and space at its extremes, and the other marked by the affirmative and the negative types of interaction. The schema provides one with a general categorization that classifies space as (1) background, (2) motivator, (3) partner in dialogue, (4) mental counterpart. The limitations brought about by the universal approach are mentioned at the end, in order to be approached within the following study.
series DDSS
last changed 2003/08/07 16:36

_id ga0018
id ga0018
authors Ciao, Quinsan
year 2000
title Hearing Architectural Design: Simulation and Auralization for Generating Better Acoustic Spaces
source International Conference on Generative Art
summary This paper with demonstration is devoted to revealing and establishing the relationship between space and sound through computational acoustic analysis, simulation and electronic synthesis of audible sound. Based on science of acoustics and computing technology, acoustic effect of an architectural 3-D design can be analyzed and the resulted sound in space can be synthesized and predicted accordingly and being heard. Auralization refers to this process of acoustic analysis, sound synthesis and audio presentation of the result in the form of audible sound. Design alternatives can be experimented until satisfactory acoustic effect is achieved. Traditionally, designers rely on some minimum and vague understanding or specialists’ experiences to predict and design for a desirable sound behavior in spaces. Most likely acoustic design and analysis are seen as a luxury remedy only affordable in large-scale theatres and concert halls. The recent available PC based auralization tools brought significance in both in terms of new knowledge towards the science and art of architectural acoustics and the methods and practice in the design process. The examples demonstrated in the presentation will indicate that the auralization technology make it possible for the designers, consultants, end users or potential occupants to examine and evaluate the performance of different designs by hearing it directly before an informed decision can be made. The case studies also illustrated that the auralization is a powerful tool for general public with common building types to uncover everyday acoustic problems that have been constantly harming their well being and would otherwise be undetected.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 958e
authors Coppola, Carlo and Ceso, Alessandro
year 2000
title Computer Aided Design and Artificial Intelligence in Urban and Architectural Design
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. 301-307
doi https://doi.org/10.52842/conf.ecaade.2000.301
summary In general, computer-aided design is still limited to a rather elementary use of the medium, as it is mainly used for the representation/simulation of a design idea w an electronic drawing-table. hich is not computer-generated. The procedures used to date have been basically been those of an electronic drawing-table. At the first stage of development the objective was to find a different and better means of communication, to give form to an idea so as to show its quality. The procedures used were 2D design and 3D simulation models, usually used when the design was already defined. The second stage is when solid 3D modelling is used to define the formal design at the conception stage, using virtual models instead of study models in wood, plastic, etc. At the same time in other connected fields the objective is to evaluate the feasibility of the formal idea by means of structural and technological analysis. The third stage, in my opinion, should aim to develop procedures capable of contributing to both the generation of the formal idea and the simultaneous study of technical feasibility by means of a decision-making support system aided by an Artificial Intelligence procedure which will lead to what I would describe as the definition of the design in its totality. The approach to architectural and urban design has been strongly influenced by the first two stages, though these have developed independently and with very specific objectives. It is my belief that architectural design is now increasingly the result of a structured and complex process, not a simple act of pure artistic invention. Consequently, I feel that the way forward is a procedure able to virtually represent all the features of the object designed, not only in its definitive configuration but also and more importantly in the interactions which determine the design process as it develops. Thus A.I. becomes the means of synthesis for models which are hierarchically subordinated which together determine the design object in its developmental process, supporting decision-making by applying processing criteria which generative modelling has already identified. This trend is currently being experimented, giving rise to interesting results from process design in the field of industrial production.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id ddssar0024
id ddssar0024
authors Segers, N.M., Achten, H.H., Timmermans, H.J.P., Vries, B. de
year 2000
title A comparison of computer-aided tools for architectural design
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Several computer-aided tools could be used to support a broad area of architectural design. The intention of this paper is to give an overview of possible tools that support the analysis, synthesis, or evaluation processes underlying architectural design. We evaluate these tools and elicit their requirements as tools for computer-aided architectural design. Potential improvements are a broadening of the solution-space of the architect (stimulate inspiration), an increasing speed or ease of generating and evaluating design alternatives, a better accessibility of required information, and verification of the rules and demands of the brief. In developing a tool for the very early design stage, an overview of existing tools, including their potential advantages and drawbacks, that could somehow support these ideas is a necessary stepping-stone.
series DDSS
last changed 2003/08/07 16:36

_id c34a
authors Stipech, Alfredo
year 2000
title Carrera de Posgrado en Proyectación Análogo-Digital (Graduate Studies in Analogue-Digital 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. 339-343
summary The paper contains the description of the Graduate Studies in Analog-Digital Project, which we consider the first one in this matter, and also a synthesis of the conclusions arrived at in the pedagogic aspects and in the professional praxis. The integration of the Analog and Digital Means originates in the evaluation of the changes underwent both by the University and the Architect’s offices in the last ten years in Argentina. It is a faithful reflection of the deep cultural and social transformations that modified the way of Perceiving, Designing and Thinking both Architecture and traditional urban space. Furthermore, the projectual incumbency is enlarged with the appearance of the Digital Space as a topic. The proposal is to theoretically experience and analyze of the project, integrating the Digital Means (virtual-immaterial) with the Analog Means (manual-materials) in the process of ideation and formalization, as a reality of daily use in the production of Architecture.
series SIGRADI
email
last changed 2016/03/10 10:01

_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
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
doi https://doi.org/10.52842/conf.ecaade.1999.169
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 dfaf
authors Ataman, Osman
year 2000
title Some Experimental Results in the Assessment of Architectural Media
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
doi https://doi.org/10.52842/conf.acadia.2000.163
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 d44b
authors Bund, Elizabeth and Recayte, Patricia
year 2000
title Un Modelo de Experimento: Variaciones Provocadas por el Hipermedio em el Processo Proyectual (An Experimental Model: Variations Caused by Hypermedia in the Design processl)
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. 110-112
summary This work describes an experimental instance framed into an investigation project, developed by “Grupo Comunicación”. Incorporation of informatics in media systems used in the ideation of project contents has promoted transformations in epistemological, procedimental and esthetic levels. Its overtakings is what we are searching on. This presentation explains the created methodology to reach conclusions in procedimental level. Includes a lab-experimental work consisting in the development of two kinds of project proceedings defined and tested before, one of compositive design and of heuristic design the other one. In each case two parallel groups work, conditioned by analogic media in one case and analogic-digital- hypermedial in the other one. Observation centers on changes that both alternatives produce in project process. Parallel development validates data comparison that take to make searched conclusions.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 7da6
authors Campbell, Dace A.
year 2000
title Architectural construction documents on the web: VRML as a case study
source Automation in Construction 9 (1) (2000) pp. 129-138
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect's design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. We analyze the usefulness of VRML as a communication tool for the design and construction industries. Finally, we discuss technical, social, and legal issues the AEC industry faces as it shifts to embrace widespread use of a "paperless" Web-based communications infrastructure for design documentation.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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