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 610

_id 96d0
authors Knight, Mike W. and Brown, André
year 2000
title Towards Naturalistic Navigation Metaphors for large scale Virtual Environments
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. 247-250
summary This paper looks at the background to the development of alternative interfaces to Virtual Environments and suggests a reappraisal of some of the early work which allowed a sense of presence in the ‚real’ world. Initial work, the virtual exercise bike, is appraised, and new work is described which further develops the development of a low-cost interface system. Work in progress is described which is a combination of hard- and software. The solution described is a ‚hands free’ interface enabling the user to experience a VE in a similar manner to a physical environment, using movements of the head and feet for navigation. Whilst this is possible using expensive, proprietary equipment, the presented solution concentrates on a low cost approach. In line with this, the system uses a low cost gaming environment which is described and evaluated.
series SIGRADI
email
last changed 2016/03/10 09:54

_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 ecaade2023_205
id ecaade2023_205
authors Meeran, Ahmed and Joyce, Sam
year 2023
title Rethinking Airport Spatial Analysis and Design: A GAN based data driven approach using latent space exploration on aerial imagery for adaptive airport planning
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 501–510
doi https://doi.org/10.52842/conf.ecaade.2023.2.501
summary Airports require long term planning, balancing estimations of future demand against available airfield land and site constraints. This is becoming more critical with climate change and the transition to sustainable aviation fuelling infrastructure. This paper demonstrates a novel procedure using Satellite Imagery and Generative Learning to aid in the comparative analysis and early-stage airfield design. Our workflow uses a GAN trained on 2000 images of airports transforming them into a high-dimensional latent space capturing the typologies’ large-scale features. Using a process of projection and dimensional-reduction methods we can locate real-world airport images in the generative latent space and vice-versa. With this capability we can perform comparative “neighbour” analysis at scale based on spatial similarity of features like airfield configuration, and surrounding context. Using this low-dimensional 3D ‘airport designs space’ with meaningful markers provided by existing airports allows for ‘what if’ modelling, such as visualizing an airport on a site without one, modifying an existing airport towards another target airport, or exploring changes in terrain, such as due to climate change or urban development. We present this method a new way to undertake case study, site identification and analysis, as well as undertake speculative design powered by typology informed ML generation, which can be applied to any typologies which could use aerial images to categorize them.
keywords Airport Development, Machine Learning, GAN, High Dimensional Analysis, Parametric Space Exploration, tSNE, Latent Space Exploration, Data Driven Planning
series eCAADe
email
last changed 2023/12/10 10:49

_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
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
doi https://doi.org/10.52842/conf.ecaade.2000.215
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 5222
authors Moloney, Jules
year 1999
title Bike-R: Virtual Reality for the Financially Challenged
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 410-413
doi https://doi.org/10.52842/conf.ecaade.1999.410
summary This paper describes a 'low tech' approach to producing interactive virtual environments for the evaluation of design proposals. The aim was to produce a low cost alternative to such expensive installations as CAVE virtual reality systems. The system utilises a library of pre-rendered animation, video and audio files and hence is not reliant on powerful hardware to produce real time simulation. The participant sits astride a bicycle exercise machine and animation is triggered by the pedal revolution. Navigation is achieved by steering along and around the streets of the animated design. This project builds on the work of Desmond Hii. ( Hii, 1997) The innovations are the bicycle interface and the application to urban scale simulation.
keywords Virtual, Design, Interface, Urban
series eCAADe
email
last changed 2022/06/07 07:58

_id 913a
authors Brutzman, D.P., Macedonia, M.R. and Zyda, M.J.
year 1995
title Internetwork Infrastructure Requirements for Virtual Environments
source NIl 2000 Forum of the Computer Science and Telecommunications Board, National Research Council, Washington, D.C., May 1995
summary Virtual environments (VEs) are a broad multidisciplinary research area that includes all aspects of computer science, virtual reality, virtual worlds, teleoperation and telepresence. A variety of network elements are required to scale up virtual environments to arbitrarily large sizes, simultaneously connecting thousands of interacting players and all kinds of information objects. Four key communications components for virtual environments are found within the Internet Protocol (IP) suite: light-weight messages, network pointers, heavy-weight objects and real-time streams. Software and hardware shortfalls and successes for internetworked virtual environments provide specific research conclusions and recommendations. Since large-scale networked are intended to include all possible types of content and interaction, they are expected to enable new classes of interdisciplinary research and sophisticated applications that are particularly suitable for implementation using the Virtual Reality Modeling Language (VRML).
series other
last changed 2003/04/23 15:50

_id d827
authors Pettifer, S., Cook, J., Marsh, J. and West, A.
year 2000
title DEVA3: Architecture for a large-scale distributed virtual reality system
source Proceedings of ACM conference on Virtual Reality Software and Technology, Seoul
summary In this paper we present work undertaken by the Advanced Interfaces Group at the University of Manchester on the design and development of a system to support large numbers of geographically distributed users in complex, large-scale virtual environments (VEs).We shown how the problem of synchronisation in the face of network limitations is being addressed by the Deva system through the exploitation of subjectivity. Further, we present a model for flexibly describing object behaviours in the VEs.Applications of the system in use are described.
series other
last changed 2003/04/23 15:50

_id 7674
authors Bourdakis, Vassilis and Charitos, Dimitrios
year 1999
title Virtual Environment Design - Defining a New Direction for Architectural Education
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 403-409
doi https://doi.org/10.52842/conf.ecaade.1999.403
summary This paper considers the design and development of virtual environments (VEs) and the way that it relates to traditional architectural education and practice. The need for practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications is identified. The design of space in a VE is seen as being partly an architectural problem. Therefore, architectural design should play an important role in educating VE designers. Other disciplines, intrinsically related to the issue of VE design, are also identified. Finally, this paper aims at pointing out the need for a new direction within architectural education, which will lead towards a generation of VE architects.
keywords Virtual Environments, Architectural Design, Architectural Education
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id 3cd1
authors Friedman, Asaf
year 2000
title Language and Movement in CAD Application
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. 423-432
doi https://doi.org/10.52842/conf.caadria.2000.423
summary The paper attempts to explain some of the fundamental concepts as they relate to the experience of movement in space and the representation of walking-through or fly-over in architectural space. My goal is towards improving existing movement-in-architectural-space representation tolls. This study involves current research in cognitive science, in the domain of vision and spatial reasoning, in which we attempt to built a rudimentary model of the apparatus through which people experience space, and, in particular, architectural space. These conceptions necessitated the analysis of language. From the studies we can draw up a small number of critical qualities that have to be present in an improved version of a new movement-in-space representation tool. As opposed to existing computational tools representing movement in space navigation, the tool we build can offer a more immersive interactive experience for evaluating design solution alternatives and predicting moving-in-space experience.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 9f48
authors Hendricx, Ann and Neuckermans, Herman
year 2000
title Towards a Working Design Environment: From Enterprise to Functionality Model
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. 197-199
summary Several product-modelling initiatives have produced static descriptions of the architectural and geometrical objects capable of describing architectural design projects. Less attention is paid to the development phase in which these static models are transformed into workable architectural design environments. In the context of the IDEA+ research project (Integrated Design Environment for Architectural Design) emphasis lies on the systematic development of both phases. The result is an analysis model that consists of two submodels. On the one hand, the enterprise model defines the architectural and geometrical objects, their methods and their relation with other objects. On the other hand, the functionality model organises the functionality objects - ranging from single-event objects to complex-workflow objects - in a layered and easily expandable system. As such, it closes the gap between the static enterprise model and the dynamic design environment as a whole.
series SIGRADI
email
last changed 2016/03/10 09:53

_id d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
doi https://doi.org/10.52842/conf.ecaade.1999.431
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 03ad
authors Lottaz, C., Smith, I.F.C., Robert-Nicoud, Y. and Faltings, B.V.
year 2000
title Constraint-based support for negotiation in collaborative design
source Artificial Intelligence in Engineering, Vol: 14, Issue: 3, pp. 261-280.
summary Solution spaces are proposed, instead of single solutions only, to support collaborative tasks during design and construction. Currently, partners involved in construction projects typically assign single values for sub-sets of variables and then proceed, often after tedious negotiations with other partners, to integrate these partial solutions into more complete project descriptions. We suggest the use of constraint solving to express possibly large families of acceptable solutions in order to improve the negotiation process in two ways. On one hand, con ict detection can be performed in an automated manner. Through the constraints collaborators impose, they de ne large unfeasible areas where no solution to the problem at hand can be expected. An emty intersectidon of the solution spaces can thus point at a con ict of design goals of the di erent collaborators at an early stage of the design process. On the other hand, important decision support during negotiation is provided. When a solution space is found, collaborators know during negotiation that they are negotiating about feasible solutions. Negotiation is no longer a means to nd a solution to the problem but it takes place in order to nd a good or the best solution. Since the consistency of the design remains ensured, collaborators are expected to be less restrictive towards innovative ideas during negotiation. Moreover, constraint techniques using explicit representations of solution spaces can provide tools to visualize trade-o s and illustrate the impact of certain decisions on other parameters. Thus decision-making is improved during the negotiation. New algorithms have been developed at EPFL for solving multi-dimensional nonlinear inequality constraints on continuous variables. Together with intuitive user interfaces such constraint-based support leads to better change management and easier implementation of least commitment decision strategies. It is expected that the results of this research can improve both the e ciency of negotiation processes and the quality of the achieved results.
series journal paper
last changed 2003/04/23 15:50

_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 5c0f
authors Zupancic Strojan, Tadeja and Mullins, Michael
year 2000
title Criteria for Architectural Learning where Virtual Design Studios are Employed
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. 51-54
doi https://doi.org/10.52842/conf.ecaade.2000.051
summary A review of VDS in recent eCAADE and ACADIA papers indicates that they tend to place most emphasis on the communication technology employed. Research is often most concerned with setting up the environment which facilitates the studio. The difficulties in simulating real-time design learning situations in VDS can be compared to earlier years of CAAD research in design education, where most emphasis was placed on the medium itself. However, in the field of CAAD research work, the focus is shifting toward the integration of digital tools with design process, and a rethinking of the role of analogue tools in that process. The limitations to current VDS are almost certain to change rapidly as more affordable and faster means of communication become available. Nevertheless, underlying pedagogical problems deserve attention in order to direct efforts towards viable models of architectural education where VDS are employed. This paper assumes a critical stance to the conventionally presented use of VDS, and asserts that the close integration of design-process with new technology will become an increasingly pressing issue. So that VDS progresses beyond the development of distributed images and a means to communicate design, it is acknowledged that they create a particular learning environment requiring attention from facilitators. The implementation of the suggested criteria will assist the integration of pedagogical engaged-learning objectives with VDS digital technologies.
keywords VDS , Digital-Environments, Design-Education
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:57

_id 3264
authors Chen, Kuang-Hsiung and Tsai, Wen-Hsiang
year 2000
title Vision-based obstacle detection and avoidance for autonomous land vehicle navigation in outdoor roads
source Automation in Construction 10 (1) (2000) pp. 1-25
summary An effective approach to obstacle detection and avoidance for autonomous land vehicle (ALV) navigation in outdoor road environments using computer vision and image sequence techniques is proposed. To judge whether an object newly appearing in the image of the current cycle taken by the ALV is an obstacle, the object shape boundary is first extracted from the image. After the translation from the ALV location in the current cycle to that in the next cycle is estimated, the position of the object shape in the image of the next cycle is predicted, using coordinate transformation techniques based on the assumption that the height of the object is zero. The predicted object shape is then matched with the extracted shape of the object in the image of the next cycle to decide whether the object is an obstacle. We use a reasonable distance measure to compute the correlation measure between two shapes for shape matching. Finally, a safe navigation point is determined, and a turn angle is computed to guide the ALV toward the navigation point for obstacle avoidance. Successful navigation tests show that the proposed approach is effective for obstacle detection and avoidance in outdoor road environments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 36ab
authors Chiu, M.-L., Lin, Y.-T., Tseng, K.-W. and Chen, C.-H.
year 2000
title Museum of Interface. Designing the Virtual Environment
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. 471-480
doi https://doi.org/10.52842/conf.caadria.2000.471
summary A virtual environment (VE) has been designed for functioning as a three-dimensional interface to a repository of images and sounds. This paper attempts to study design interface in VEs. This study first examines the characteristics of VEs. The difference between physical and virtual environments is also studied. The relationship between both is classified as three types, i.e. complement, replacement, or independence. Then it establishes the design interface in VEs, and presents an experimental project, the virtual architecture museum (VAM). Four elements of VEs are highlighted, i.e. wayfinding, linkage, context, and atmosphere. In VAM, the interface is implemented on the web and is integrated with an architectural database. It is found that the appropriateness of design interface can enhance the users' spatial awareness, and consequently facilitate the task of navigation and wayfinding within VEs. The context and atmosphere of VEs can be defined by means of simile or metaphor through the visual or acoustic experience for gaining senses of a place.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2000_000
id caadria2000_000
authors Tan, Beng-Kiang; Tan, Milton; Wong, Yunn-Chii (eds.)
year 2000
title CAADRIA 2000
source Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, 519 p.
doi https://doi.org/10.52842/conf.caadria.2000
summary Ever since the advent of computer graphics in the sixties, computer-aided architectural design (CAAD) has made a great impact in architectural education and practice. Its central role as a new media for the representation and analysis of designs will ensure that it will continue to do so. The teaching and research in CAAD in Asia have also been growing in scope and in quality. In the 21st century, the challenges of architectural education and practice in the new millennium will open up new fronts in CAAD research. This conference is an important platform to evaluate the challenge and opportunities and will enable researchers to exchange ideas and collaboration in projects with specific relevance to CADD for Asia. This compilation of 48 papers were elected through a blind review by an international panel and presented at the conference in Singapore on 18 - 19 May 2000. The chapters are organised according to the main topics covered by the conference -- Collaborative Design, Simulation, Design Education, Knowledge Representation, Design Process, Information Systems, Design Tools, Virtual Reality and Computer Media. The Collaborative Design section consists of papers which deal with Collaborative Design Process interfaces to databases, Collaborative Design System for Citizen Participation, Team Awareness in Collaboration and Computer Environment for supporting Design Collaboration. The Simulation section deals with lighting studies, colour assessment, simulation of urban growth patterns, dynamic simulations in buildings and way-finding. The Design Education section consists of papers on design pedagogy in design studios using computers, virtual studios and virtual learning. The Knowledge Representation section consists of papers that deal with knowledge-based systems, design representation and shape grammar. The Design Process section consists of papers on design process and cognition, design creativity and the computer media. The Information Systems section consists of papers on information navigation, information management, design information repository and databases. The Design Tools section consists of papers on design tools based on generative systems, a new method for 3D animation and movement-in-architectural-space representation. The Virtual Reality and Computer Media section deals with virtual reality applications and tools in architecture, designing virtual environments and computer media and visualization.
series CAADRIA
last changed 2022/06/07 07:49

_id ga0013
id ga0013
authors Annunziato, Mauro and Pierucci, Piero
year 2000
title Artificial Worlds, Virtual Generations
source International Conference on Generative Art
summary The progress in the scientific understanding/simulation of the evolution mechanisms and the first technological realizations (artificial life environments, robots, intelligent toys, self reproducing machines, agents on the web) are creating the base of a new age: the coming of the artificial beings and artificial societies. Although this aspect could seems a technological conquest, by our point of view it represent the foundation of a new step in the human evolution. The anticipation of this change is the development of a new cultural paradigm inherited from the theories of evolution and complexity: a new way to think to the culture, aesthetics and intelligence seen as emergent self-organizing qualities of a collectivity evolved along the time through genetic and language evolution. For these reasons artificial life is going to be an anticipatory and incredibly creative area for the artistic expression and imagination. In this paper we try to correlate some elements of the present research in the field of artificial life, art and technological grow up in order to trace a path of development for the creation of digital worlds where the artificial beings are able to evolve own culture, language and aesthetics and they are able to interact con the human people.Finally we report our experience in the realization of an interactive audio-visual art installation based on two connected virtual worlds realized with artificial life environments. In these worlds,the digital individuals can interact, reproduce and evolve through the mechanisms of genetic mutations. The real people can interact with the artificial individuals creating an hybrid ecosystem and generating emergent shapes, colors, sound architectures and metaphors for imaginary societies, virtual reflections of the real worlds.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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