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

PDF papers
References

Hits 1 to 20 of 21

_id 0c0d
authors Asanowicz, Aleksander
year 2000
title Computer as an Metaphorisation Machine
doi https://doi.org/10.52842/conf.ecaade.2000.283
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. 283-286
summary Digital media is transforming the practice and teaching of design. Information technologies offer not only better production and rendering tools but also the ability to model, manipulate, and understand design in new ways. A new era in CAAD has started. One of the aspects of this situation is the increase in the number of computers in design offices and architectural schools (many of our students have their own computers, which a re often better than the computers we have at our school). We can submit a proposition that the critical point in the creative use of computers is over, and we should think how computers and new media may extend the designer’s perception and imagination.
keywords Creation of a Form, Imagination, Metaphors, Computer Support of Form Searching
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id 3f35
authors Bermudez, Julio and King, Kevin
year 2000
title Media interaction and design process: establishing a knowledge base
source Automation in Construction 9 (1) (2000) pp. 37-56
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed "handmade", "manual", "material" or "physical". Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called "electronic", "computer-aided", "virtual", etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper's arguments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ab35
authors Birn, Jeremy and Maestri, George
year 2000
title Digital Lighting & Rendering
source New Riders Publishing
summary Using computer graphic and 3-D tools to create accurate images is easy; using them to produce beautiful, inviting, memorable images requires more than technical skill. [digital] Lighting & Rendering introduces reasons and techniques for using light, shadow, texture, and composition. The book is not software-specific, but demonstrates techniques that are applicable to almost any 3-D graphics application.
series other
last changed 2003/02/26 18:58

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

_id ga0027
id ga0027
authors E. Bilotta, P. Pantano and V. Talarico
year 2000
title Music Generation through Cellular Automata
source International Conference on Generative Art
summary Cellular automata (CA), like every other dynamical system, can be used to generate music. In fact, starting from any initial state and applying to them simple transition rules, such models are able to produce numerical sequences that can be successively associated to typically musical physical parameters. This approach is interesting because, maintaining fixed the set of rules and varying the initial data, many different, though correlated, numerical sequences can be originated (this recalls the genotype-phenotype dualism). Later on a musification (rendering) process can tie one or more physical parameters typical of music to various mathematical functions: as soon as the generative algorithm produces a numerical sequence this process modifies the physical parameter thus composing a sequence of sounds whose characteristic varies during the course of time. Many so obtained musical sequences can be selected by a genetic algorithm (CA) that promotes their evolution and refinement. The aim of this paper is to illustrate a series of musical pieces generated by CA. In the first part attention is focused on the effects coming from the application of various rendering processes to one dimensional multi state CA; typical behaviours of automata belonging to each of the four families discovered by Wolfram have been studied: CA evolving to a uniform state, CA evolving to a steady cycle, chaotic and complex CA. In order to make this part of the study Musical Dreams, a system for the simulation and musical rendering of one dimensional CA, has been used. In the second phase various CA obtained both by random generation and deriving from those studied in the first part are organised into families and, successively, made evolve through a genetic algorithm. This phase has been accomplished by using Harmony Seeker, a system for the generation of evolutionary music based on GA. The obtained results vary depending on the rendering systems used but, in general, automata belonging to the first family seem more indicated for the production of rhythmical patterns, while elements belonging to the second and fourth family seem to produce better harmonic patterns. Chaotic systems have been seen to produce good results only in presence of simple initial states. Experiments made in the second part have produced good harmonic results starting mainly from CA belonging to the second family.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id cf2007_585
id cf2007_585
authors Fischer, Thomas
year 2007
title Enablement or Restriction? On supporting others in making (sense of things)
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 585-598
summary In this paper I present and reflect upon a five-year investigation of designing digital tools for designing in the area of architectural space grid structures. I understand design as a novelty and knowledge generating conversational process as described by Pask (see Scott 2001) and Glanville (2000). Furthermore, I regard making design tools as a design task in itself, rendering this paper a reflection on designing for designing. This paper gives a report on observations I made during the toolmaking study, and subsequently contextualizes these observations using second-order cybernetic theory. This reflection focuses on different relationships between observers and systems, on conditions under which observers construct knowledge and on limits of supporting others in this activity.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id a25e
authors Loy, Hollis A.
year 1999
title Foundation for a Thorough CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1999.301
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 301-308
summary The birth and development of computing is considered by most as one of the greatest technological achievements of the twentieth century. Since the integration of computers in the built environment, over two decades ago, computing methods developed into efficient designing and calculating tools. In contrast, accelerating advancements in computing technology have created generation gaps amongst architects. There are inexperienced, novice, intermediate and advanced computer-capable architects. If each group was asked to define CAAD, some would still describe it as a computer program for technical draughting. Others may define CAAD (Computer Aided Architectural Design) as a vast array of digital media in CAD, multimedia and DTP, assisting architects in compiling visual presentations. Currently, most architectural schools are capable of instructing most, if not all, facets of CAAD (2D & 3D CAD, model rendering, photo montage, brochure layouts, etc.). However, this knowledge is accumulated at random throughout the course of study. "Computer Graphics for Architects" is the latest educational development in Europe bridging generation gaps with senior architects and serving as an introductory CAAD seminar to beginning architecture students. This book and lecture presents a gallery of recent architectural CAD, multimedia, and DTP presentations practiced in Europe´s second largest architectural firm. The terminology is user-friendly and its content concentrates on responding to the most often posed questions by CAAD beginners relating to: (1) Terminology (2) Appearance (3) Time Consumption (4) Cost Techniques introduced are independent of any platform. The goal is to summarize quickly and effectively the countless possibilities of presentations applicable in architecture practice. "Computer Graphics for Architects" provides a direction for future presentations and motivates students to excel in CAAD.
series eCAADe
email
last changed 2022/06/07 07:59

_id 55ca
authors Mase, Jitsuro
year 2000
title Moderato: 3D Sketch CAD with Quick Positioned Working Plane and Texture Modelling
doi https://doi.org/10.52842/conf.ecaade.2000.269
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. 269-272
summary The lack of computer systems that can be easily used during the early stages of the architectural design process has been discussed for many years. The usual argument starts with the recognition that hand drawn sketches are an important tool in the early stage of both professional and student design because they can be used to visualise the designer’s ideas quickly and have the flexibility to handle any shape the designer imagines. Research has then mostly focused on using computer based sketch recognition to directly produce three dimensional models from hand drawn sketches. However sketch recognition still has certain problems that require the drawing action of users to be constrained in some way in order to be solved. If sketch recognition is still imperfect, the possibility of directly sketching within digital 3D space should be considered. Some systems allowing user to sketch in digital 3D space have been developed which do not depend on sketch recognition. Although Piranesi does not aim to support sketch design, it does allow the user to paint in the Z-buffer space - an unique idea termed "interactive rendering." SketchVRML tries to generate 3D geometrical data automatically from 2D hand drawn sketches by adding the depth value to the drawn lines according to the strength of line strokes. SketchBoX provides translucent surfaces in digital 3D space which can be glued onto existing objects or arranged anywhere in space. These surfaces have texture map data which can be modified by painting onto the texture. Transparent textures can be painted onto the surfaces to create see-through portions. Moderato also uses this technique to model a polygonÕs shape.
keywords Sketch, Early Stage, Interface, 3D Modelling
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id e688
authors Schweikardt, Eric and Gross, Mark D.
year 2000
title Digital clay: deriving digital models from freehand sketches
source Automation in Construction 9 (1) (2000) pp. 107-115
summary During the initial stages of design, it is not uncommon to find an architect scribbling furiously with a thick pencil. Later in the design process, however, one might not be surprised to encounter the same individual in front of a computer monitor, manipulating three dimensional models in a series of activities that seem completely divorced from their previous efforts. Armed with evidence that sketching is an effective design method for creative individuals, we also recognize that modeling and rendering applications are invaluable design development and presentation tools, and we naturally seek a connection between these methodologies. We therefore present Digital Clay, a working prototype of a sketch recognition program that interprets gestural and abstracted projection drawings and constructs appropriate three dimensional digital models.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 4e7c
authors Shih, N. J. and Tsai, Y. T.
year 2000
title A Photogrammetry and Perception Study of Chernikhov Fantasy No. 32 and 38
doi https://doi.org/10.52842/conf.caadria.2000.461
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. 461-470
summary This research investigated the object composition in Chernikhov's 101 Architectural Fantasies through computer-aided visualization, for the purpose of interpreting the relationships between architectural components. In contrast to traditional simulation analysis, this research applied photogrammetry to investigate the orthogonal and parallel ambiguity of 3D objects in 2D drawings by calculating the position of matching geometries. This test took Fantasy no. 38 and 32 as examples to confirm their spatial relationship. 60 architectural students were asked to conduct 3 tests. The algorithmic approach (photogrammetry calculation) was referenced by a cognitive approach (the perception survey) as a comparison base. Photogrammetry test proved that the relation between objects was usually oriented by personal spatial experiences that did control the deduction process of an observer. Perception survey showed that orthogonal assumption existed in the interpretation process of an object's position. It turned out that a testee would still consider two linear objects intersected in orthogonal angle within a tolerance of 15 degree or parallel position between 4 and -16 degree. The finding showed that the interpretation of paper architecture drawings not only was given by the author, but tended to be re-interpreted by an observer. The interpretation process, just like modeling and rendering process, should be a two-way process that facilitates a study oriented either from 2D images or 3D models.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 7e51
authors Ucelli, G., Conti, G. and Af Klercker, J.
year 1999
title Visualisation: The Customer's Perception
doi https://doi.org/10.52842/conf.ecaade.1999.539
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 539-544
summary Probably the most frustrating circumstance which might occur to an architect is to find out that his client is going to live for years in a house that is not like he expected it to be. Everybody has experienced to look at a picture of a place and after some time to go there and find out that the place is not according to his idea. This is due to the effectiveness of the media in representing the real space. During our experience we have tried to find out the way this effectiveness interferes in the relation between client and architect and how computer images can be effective in communicating the idea of architectural space. The problem of communication between designer and client rises when you notice that traditional graphic techniques (plans, sections, facades) are not enough understandable to make laypeople feel the real architectural space. And the unique answer to this problem has always been faced simply by leaving the architect understand the wishes of his client. During these last years though, computer techniques and multimedia tools have changed the way architects communicate their ideas.
keywords Perception, Computer Images, Rendering
series eCAADe
email
last changed 2022/06/07 07:58

_id 8ccf
authors Alvarez, Darío
year 2000
title Atravesando el portal digital: la novísima Arquitectura de los tiempos de la Internet. - (Crossing the Digital Gateway: The Latest Architecture of the Times of the Internet)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 30-33
summary Our architectonical environment is based on the material concept - entity whose control marks the relevance of the XX century: the atom. Across the threshold of the XXI century a new virtual entity - concept: the bit, spreads to became the basic unit of power - control - production, being its more dynamic evidence the phenomenon known as Internet, establishing complex relationships with groups constituted in the net like Virtual Communities, outlining metaphors that involve Urbanists and Architects inviting them as protagonist. Against this newest reality the Architect should change his vision of the typical CAAD work in relative isolation with his computer, until crossing the doors of the “digital reality”; we search to show the contemporary Architect as a manager coordinating multiple resources with different importance: into the alternative of building digital realities, inviting the architectonical students to integrated this Virtual Communities or conform his owns.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 090f
authors Barbosa, Adriana Simeone
year 2000
title Trocando Cidades pela Internet ou Experimentando As Cidades Invisíveis (Exchanging Cities Through the Internet or Experiencing the Invisible Cities)
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. 149-151
summary This paper proposes a dialogue between the poetic notes in As Cidades invisíveis by Italo Calvino and the possibility of experimenting the exchange of different urban realities on the internet. In order to develop this idea it seems adequate to create a website to promote this interchange of cities or the interchange of visions of cities all over the world from the point of view of web users through their statements, photos, sounds, impressions and any fragments that will express their personal readings. It will be possible not only to think their experience of city as well as investigating it from an individual and collective point of view, of the native and of the visitor, but also discuss new means of exchange of information, visual or verbal, in this specific work, about cities, provided by web technology which gets more and more available.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 1ead
authors Dinand, Munevver Ozgur and Ozersay, Fevzi
year 1999
title CAAD Education under the Lens of Critical Communication Theories and Critical Pedagogy: Towards a Critical Computer Aided Architectural Design Education (CCAADE)
doi https://doi.org/10.52842/conf.ecaade.1999.086
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 86-93
summary Understanding the dominant ethos of our age is imperative but not easy. However it is quite evident that new technologies have altered our times. Every discipline is now forced to be critical in developing new concepts according to the realities of our times. Implementing a critical worldview and consciousness is now more essential than ever. Latest changes in information technology are creating pressure on change both in societal and cultural terms. With its direct relation to these technologies, computer aided architectural design education, is obviously an outstanding / prominent case within contemporary debate. This paper aims to name some critical points related to computer aided architectural design education (CAADE) from the perspective of critical communication studies and critical education theories. It tries to relate these three areas, by introducing their common concepts to each other. In this way, it hopes to open a path for a language of critique. A critique that supports and promotes experimentation, negotiation, creativity, social consciousness and active participation in architectural education in general, and CAADE in specific. It suggests that CAADE might become critical and produce meta-discourses [1 ] in two ways. Firstly, by being critical about the context it exists in, that is to say, its relationships to the existing institutional and social structures and secondly by being critical about the content it handles; in other words by questioning its ideological dimensions. This study considers that analysing the role of CAADE in this scheme can provide architectural education with the opportunity to make healthy projections for the future.
keywords Critical Theories, Critical Pedagogy, Critical CAADE
series eCAADe
email
last changed 2022/06/07 07:55

_id ca8f
authors Lieberman, Oren
year 2000
title The Application of Object-oriented Software Concepts in Architectural Pedagogy
doi https://doi.org/10.52842/conf.ecaade.2000.027
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. 27-33
summary Architecture, a complex discipline that involves many people and things and the relationships amongst them, requires a pedagogical approach by which the student, even in her first year, must be able to think "complexly" across many subjects. The object-oriented analysis and design software programming paradigm, which models complex "realities", or "models the way people understand and process reality", holds promising concepts for architectural education. It is not my intention to extract slavishly all possible concepts from object-orientation (OO) and accept them as a "recipe" for educating the architect. Indeed, one of the reasons I find OO so elegant is that it provides a strategy, a non-prescriptive framework, with which both teachers and students can explore their own architectural investigations. It also provides the possibility of a common language, offering a structure in which, for example, certain standards can be measured within departments, or with which we can negotiate compatibility across different national credit systems to facilitate and encourage cross-cultural (border) exchange.
keywords Object-Oriented, Aspect, Subject-Oriented, Concern Spaces, Reusability, Abstraction/Compression, Encapsulation, Maintenance
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id ecaade2007_162
id ecaade2007_162
authors Ramirez, Joaquin; Russell, Peter
year 2007
title Second City
doi https://doi.org/10.52842/conf.ecaade.2007.359
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 359-365
summary In the era of communication, the participation in internet-communities has grown to become a motor for innovation in software and community platforms. The paper describes the hypothesis that, by creating a virtual city (or a second city) a new type of social, economic and scientific network is established, which is supported through visual communication technologies. The various users bring, per se, their own intrinsic motivation and requirements to the system. Nonetheless, a personal identification with a city/neighbourhood/house/apartment can be used to awake awareness and to foster participation. This is especially important when dealing with the city inhabitants. City modelling itself has been carried out for over a decade. Projects such as the city model of Graz have shown how city models can be established so as to be scalable for new information (Dokonal et al 2000). Furthermore, these city models have been used in the education of future architects and urban planners. The project described here moves in the opposite direction: the model moves out of the classroom to an interdisciplinary city-model-platform. The work described here is the conceptual model for a multi-dimensional data set that models the city. This has spawned a host of other projects using the model as a foundation for further interactivity development and the extension of the model itself. The paper describes the structure of the conceptual model and the first experience of incorporating diverse projects such those mentioned above. The model also is structured so as to be compatible with the XML standards being developed for city information (CityGML). The goal of the project is to create a data set describing the city that not only describes the geometry, but also the history (including planned histories) and nature of the city. In contrast to virtual realities, which attempt to create a separate world (e.g. Second Life), the Second City is intended as an interdisciplinary repository for the geometrical, historical and cultural information of the city.
keywords City modelling, virtual environments, web 2.0
series eCAADe
email
last changed 2022/06/07 08:00

_id 0d27
authors Rodríguez Barros, Diana and Montagu, Arturo
year 2000
title PROCESOS DE VIRTUALIZACIóN, PLURALIDAD DE NUEVOS TIEMPOS Y PLURALIDAD DE NUEVOS ESPACIOS (PROCESSES OF VIRTUALIZATION, PLURALITY OF NEW TIMES AND PLURALITY OF NEW SPACES)
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. 77-80
summary The links among architecture, reality and materiality have remained basically unchanged through centuries. In the present world of mediatized, artificial and global culture, the appearance of digital technologies, among others, has led these links into an irreversible crisis. This work formulates theoretical reflections on these phenomena from dimensions of analysis which involve the concepts of plurality of new spaces and plurality of new times. Besides, it recognizes that these are non- neutral processes of transformation and mutation from one mode of being to another and that they affect the practices derived from graphic-digital culture, simulation and image synthesis, and therefore the new realities they originate. Finally, it presents some provisional conclusions which characterize virtualization processes from different angles, as: (-) Deterritorialization processes. (-) Desubstantiation processes of reality. (-) Hybrid processes. (-) Innovative processes by proposing the creation of unknown spaces and chronologies, and new interaction media.
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:59

For more results click below:

this is page 0show page 1HOMELOGIN (you are user _anon_974693 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002