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 743

_id 9638
authors Aouad, G, M, Ormerod, M., Sun, M., Sarshar, P. Barrett, P. and Alshawi, M.
year 2000
title Visualisation of construction information: A process view
source CIDAC, Volume 2 Issue 4 November 2000, pp. 207-215
summary This paper addresses the issue of information visualisation within the context of business process integration. Visual technologies offer appropriate information interfaces that facilitate the integration of mainstream construction applications. This paper assesses the needs of visualisation by the construction sector. It then describes recent developments in the areas of 4/5 dimensional modelling. This paper also investigates the state of maturity and uptake of these technologies by the industry. Following this, the results of various projects conducted by Salford within the area of information visualisation are presented. The paper concludes with a set of recommendations for the better use of visual technologies by the construction sector.
keywords 4D, Construction Process, Maturity, Virtual Reality, Visualisation, Uptake
series journal paper
last changed 2003/05/15 21:23

_id sigradi2005_438
id sigradi2005_438
authors Bessone, Miriam; Ricardo Pérez Miró, Isabel Molinas
year 2005
title Digital visualization and new intellectual associations among language - music - architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 438-443
summary Throughout history, architecture has transposed contributions bound to structuralist focus or to musical composition. This is from linguistic and music respectively. New visualization systems show the possibility to give transpositions a new meaning, form the potentialities of hypermedia; locking for new projects parameters. This papers will show experimental workshop results developed within CI+D 2000 “New speeches and design process”. They study links and explore our work interrelating word – music and image. These processes are developed by people coming from literature, visual arts, music, and architecture areas. Lastly, the first results will be shown. Since parameters were transposed from music, by using NURBS forms, space prefiguration is tried out. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id 0dc3
authors Chambers, Tom and Wood, John B.
year 1999
title Decoding to 2000 CAD as Mediator
doi https://doi.org/10.52842/conf.ecaade.1999.210
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 210-216
summary This paper will present examples of current practice in the Design Studio course of the BDE, University of Strathclyde. The paper will demonstrate an integrated approach to teaching design, which includes CAD among other visual communication techniques as a means to exploring design concepts and the presentation of complex information as part of the design process. It will indicate how the theoretical dimension is used to direct the student in their areas of independent study. Projects illustrated will include design precedents that have involved students in the review and assessment of landmarks in the history of design. There will be evidence of how students integrate DTP in the presentation of site analysis, research of appropriate design precedents and presentation of their design solutions. CADET underlines the importance of considering design solutions within the context of both our European cultural context and of assessing the environmental impact of design options, for which CAD is eminently suited. As much as a critical method is essential to the development of the design process, a historical perspective and an appreciation of the sophistication of communicative media will inform the analysis of structural form and meaning in a modem urban context. Conscious of the dynamic of social and historical influences in design practice, the student is enabled "to take a critical stand against the dogmatism of the school "(Gadamer, 1988) that inevitably insinuates itself in learning institutions and professional practice.
keywords Design Studio, Communication, Integrated Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_id 9d16
authors Chan, Chiu-Shui
year 2000
title A Virtual Reality Tool to Implement City Building Codes on Capitol View Preservation
doi https://doi.org/10.52842/conf.acadia.2000.203
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. 203-209
summary In urban planning, the urban environment is a very complicated system with many layers of building codes cross-referenced and interacting together to guide urban growth. Especially, if a new urban design is located in a historical area, additional restrictions will be imposed upon regular zoning regulations to maintain the area’s historical characteristics. Often, urban regulations read as text are difficult to understand. A tool that generates adequate urban information and a quick visualization of the design will ease decision-making and enhance urban design processes. The goal of this research project is to develop a virtual reality (VR) tool with high resolution, speedy computation, and a userfriendly environment. This project initiates an interactive visualization tool to enforce city-planning regulations on viewing access to the state capitol building in Des Moines, Iowa. The capitol building houses the Iowa Legislature and is a symbol of state power. Maintaining the view from surrounding areas will preserve the building’s monumental and symbolic meaning. To accomplish this, the City Community Development Department and the Capitol Planning Committee developed a Capitol View Corridor Project, which sets up seven visual corridors to prevent the view toward the capitol from being blocked by any future designs. Because city regulations are not easy for the public and designers to interpret and comprehend, this project intends to develop a VR tool to create a transparent environment for visualizing the city ordinances.
series ACADIA
last changed 2022/06/07 07:56

_id ddssar0213
id ddssar0213
authors De Groot, Ellie and Paule, Bernard
year 2002
title DIAL-Europe: New Functionality’s for an Integrated Daylighting Design Tool
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The European project DIAL-Europe started in April 2000 and intends to enhance and to enlarge the capabilities of the LesoDIAL software. The aim of this “Swiss” tool was to give architects relevant information regarding the use of daylight, at the very first stage of the design process. DIAL-Europe focuses on European standards and climatic data. Further, a Heating & Cooling evaluation module and an Artificial Lighting module will be added. The objective of the Heating & Cooling module is to indicate the implications of the user’s design on heating and cooling energy and on thermal comfort.The objective of Artificial Lighting module is to develop a tool that will give an estimation of illuminance values on the work plane and provide guidance on qualitative aspects and visual comfort as well as on switching control and integration with daylight based on generic light sources and luminaires. Furthermore, the scope of the examples of simulated rooms will be increased in order to allow the user to compare their design with more similar cases. This paper will present the state of achievement and give an overview of the first version of the DIAL-Europe software, which will beavailable at the beginning of 2002.
series DDSS
last changed 2003/08/07 16:36

_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 2aca
authors Faucher, Didier and Nivet, Marie-Laure
year 2000
title Playing with design intents: integrating physical and urban constraints in CAD
source Automation in Construction 9 (1) (2000) pp. 93-105
summary Our work deals with the exploration of a universe of forms that satisfy some design intents. That is, we substitute a "generate and test" approach for a declarative approach in which an object is created from its properties. In this paper we present an original method that takes into account design intents relative to sunlight, visibility and urban regulation. First of all we study how current CAD tools have considered these properties until now. Our conclusion is that the classical design/simulation/analysis process does not suit design practices, especially in the early stages. We think that an improved CAD system should offer the architect the option of manipulating abstract information such as design intents. We define an intent as a conceptual expression of constraints having an influence on the project. For instance, a visual intent will be stated with no reference to vision geometry: "from this place, I want to see the front of the new building". We show how to represent each of these constraints with a 3D volume associated to some characteristics. If some solutions exist, we are sure that they are included in these volumes. For physical phenomena we compute the volume geometry using the principles of inverse simulation. In the case of urban regulation we apply deduction rules. Design intents are solved by means of geometrical entities that represent openings or obstructions in the project. Computing constraint volumes is a way of guiding the architect in his exploration of solutions. Constraint volumes are new spaces that can restore the link between form and phenomenon in a CAD tool. Our approach offers the designer the possibility of manipulating design intents.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 53c6
authors Mardaljevic, John
year 2000
title Daylight Simulation: Validation, Sky Models and Daylight Coefficients
source De Montfort University, Leicester, UK
summary The application of lighting simulation techniques for daylight illuminance modelling in architectural spaces is described in this thesis. The prediction tool used for all the work described here is the Radiance lighting simulation system. An overview of the features and capabilities of the Radiance system is presented. Daylight simulation using the Radiance system is described in some detail. The relation between physical quantities and the lighting simulation parameters is made clear in a series of progressively more complex examples. Effective use of the inter-reflection calculation is described. The illuminance calculation is validated under real sky conditions for a full-size office space. The simulation model used sky luminance patterns that were based directly on measurements. Internal illuminance predictions are compared with measurements for 754 skies that cover a wide range of naturally occurring conditions. The processing of the sky luminance measurements for the lighting simulation is described. The accuracy of the illuminance predictions is shown to be, in the main, comparable with the accuracy of the model input data. There were a number of predictions with low accuracy. Evidence is presented to show that these result from imprecision in the model specification - such as, uncertainty of the circumsolar luminance - rather than the prediction algorithms themselves. Procedures to visualise and reduce illuminance and lighting-related data are presented. The ability of sky models to reproduce measured sky luminance patterns for the purpose of predicting internal illuminance is investigated. Four sky models and two sky models blends are assessed. Predictions of internal illuminance using sky models/blends are compared against those using measured sky luminance patterns. The sky model blends and the Perez All-weather model are shown to perform comparably well. Illuminance predictions using measured skies however were invariably better than those using sky models/blends. Several formulations of the daylight coefficient approach for predicting time varying illuminances are presented. Radiance is used to predict the daylight coefficients from which internal illuminances are derived. The form and magnitude of the daylight coefficients are related to the scene geometry and the discretisation scheme. Internal illuminances are derived for four daylight coefficient formulations based on the measured luminance patterns for the 754 skies. For the best of the formulations, the accuracy of the daylight coefficient derived illuminances is shown to be comparable to that using the standard Radiance calculation method. The use of the daylight coefficient approach to both accurately and efficiently predict hourly internal daylight illuminance levels for an entire year is described. Daylight coefficients are invariant to building orientation for a fixed building configuration. This property of daylight coefficients is exploited to yield hourly internal illuminances for a full year as a function of building orientation. Visual data analysis techniques are used to display and process the massive number of derived illuminances.
series thesis:PhD
email
more http://www.iesd.dmu.ac.uk/~jm/thesis/
last changed 2003/02/12 22:37

_id c991
authors Moorhouse, Jon and Brown,Gary
year 1999
title Autonomous Spatial Redistribution for Cities
doi https://doi.org/10.52842/conf.ecaade.1999.678
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 678-684
summary The paper investigates an automated methodology for the appropriate redistribution of usable space in distressed areas of inner cities. This is achieved by categorising activity space and making these spaces morphologically mobile in relation to the topography within a representative artificial space. The educational module has been influenced by theories from the natural environment, which possess patterns that have inherent evolutionary programmes in which the constituents are recyclable, Information is strategically related to the environment to produce forms of growth and behaviour. Artificial landscape patterns fail to evolve, the inhabited landscape needs a means of starting from simplicity and building into the most complex of systems that are capable of re-permutation over time. The paper then describes the latest methodological development in terms of a shift from the use of the computer as a tool for data manipulation to embracing the computer as a design partner. The use of GDL in particular is investigated as a facilitator for such generation within a global, vectorial environment.
keywords Animated, Urban, Programme, Education, Visual Database
series eCAADe
email
last changed 2022/06/07 07:58

_id ga0010
id ga0010
authors Moroni, A., Zuben, F. Von and Manzolli, J.
year 2000
title ArTbitrariness in Music
source International Conference on Generative Art
summary Evolution is now considered not only powerful enough to bring about the biological entities as complex as humans and conciousness, but also useful in simulation to create algorithms and structures of higher levels of complexity than could easily be built by design. In the context of artistic domains, the process of human-machine interaction is analyzed as a good framework to explore creativity and to produce results that could not be obtained without this interaction. When evolutionary computation and other computational intelligence methodologies are involved, every attempt to improve aesthetic judgement we denote as ArTbitrariness, and is interpreted as an interactive iterative optimization process. ArTbitrariness is also suggested as an effective way to produce art through an efficient manipulation of information and a proper use of computational creativity to increase the complexity of the results without neglecting the aesthetic aspects [Moroni et al., 2000]. Our emphasis will be in an approach to interactive music composition. The problem of computer generation of musical material has received extensive attention and a subclass of the field of algorithmic composition includes those applications which use the computer as something in between an instrument, in which a user "plays" through the application's interface, and a compositional aid, which a user experiments with in order to generate stimulating and varying musical material. This approach was adopted in Vox Populi, a hybrid made up of an instrument and a compositional environment. Differently from other systems found in genetic algorithms or evolutionary computation, in which people have to listen to and judge the musical items, Vox Populi uses the computer and the mouse as real-time music controllers, acting as a new interactive computer-based musical instrument. The interface is designed to be flexible for the user to modify the music being generated. It explores evolutionary computation in the context of algorithmic composition and provides a graphical interface that allows to modify the tonal center and the voice range, changing the evolution of the music by using the mouse[Moroni et al., 1999]. A piece of music consists of several sets of musical material manipulated and exposed to the listener, for example pitches, harmonies, rhythms, timbres, etc. They are composed of a finite number of elements and basically, the aim of a composer is to organize those elements in an esthetic way. Modeling a piece as a dynamic system implies a view in which the composer draws trajectories or orbits using the elements of each set [Manzolli, 1991]. Nonlinear iterative mappings are associated with interface controls. In the next page two examples of nonlinear iterative mappings with their resulting musical pieces are shown.The mappings may give rise to attractors, defined as geometric figures that represent the set of stationary states of a non-linear dynamic system, or simply trajectories to which the system is attracted. The relevance of this approach goes beyond music applications per se. Computer music systems that are built on the basis of a solid theory can be coherently embedded into multimedia environments. The richness and specialty of the music domain are likely to initiate new thinking and ideas, which will have an impact on areas such as knowledge representation and planning, and on the design of visual formalisms and human-computer interfaces in general. Above and bellow, Vox Populi interface is depicted, showing two nonlinear iterative mappings with their resulting musical pieces. References [Manzolli, 1991] J. Manzolli. Harmonic Strange Attractors, CEM BULLETIN, Vol. 2, No. 2, 4 -- 7, 1991. [Moroni et al., 1999] Moroni, J. Manzolli, F. Von Zuben, R. Gudwin. Evolutionary Computation applied to Algorithmic Composition, Proceedings of CEC99 - IEEE International Conference on Evolutionary Computation, Washington D. C., p. 807 -- 811,1999. [Moroni et al., 2000] Moroni, A., Von Zuben, F. and Manzolli, J. ArTbitration, Las Vegas, USA: Proceedings of the 2000 Genetic and Evolutionary Computation Conference Workshop Program – GECCO, 143 -- 145, 2000.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id eadd
authors Oxman, R.E.
year 2000
title Visual Reasoning in Case-Based Design
source AID’00 Workshop, Worcester (Mass.)
summary The interest in CBR as a relevant paradigm for design has led to a series of successful AID workshops over the last few years. Most of these workshops were focused on traditional issues and topics in CBR such as indexing, retrieval, and adaptation. Despite the long-term effort to establish the theoretical foundations for CBR in design, we have yet to achieve the promise of this affinity (CBR and Design). Though there is a general consensus of the cognitive significance of CBR to design and general optimism regarding the promise of CBR technologies for the advancement of design systems, we have yet to realize this potential. In order to strengthen the field in design it appears that additional theoretical efforts are needed in the following two directions. First, we must re-consider the complexity of design and design reasoning as it relates to CBR. One possible direction for future exploration is to view CBR as part of the complex, hybrid reasoning processes in design. This can be done by the integration of other significant cognitive aspects of design which are investigated in relevant fields in AI. Visual reasoning is a fundamental attribute of design, and therefor combining these two research areas may provide significant results for the field. The second direction is to investigate the possible integration of CBR paradigms and techniques with existing computational technologies, including CAD, and electronic media. These two subjects are the main objectives of the workshop. The first section of the workshop will focus on Re-formulating Theoretical Foundations for CBR in Design; within this part of the workshop it is proposed that special emphasis be placed upon Visual Reasoning and Case-Based Design The second part of the workshop will discuss the applicative implications of these re-formulations. The workshop aims to bring together researchers who work on visual and case-based reasoning. It aims to provide a forum for intensive interaction among researchers in these areas. We expect that a diverse background of participants (from AI as well as related cognitive and design domains) will lead to a rich and lively exchange of points of view and will contribute to the identification of significant research issues.
series other
email
last changed 2003/04/23 15:14

_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 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
doi https://doi.org/10.52842/conf.acadia.2000.115
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 115-121
summary Architects are visual learners. The Internet has enabled interactive learning tools that can be used to assist in visual thinking of structural concepts, especially at the introductory levels. Here, we propose a visual approach for understanding structures through a series of interactive learning modules, or ’gizmos’. These gizmos, are the tools that the student may use to examine one structural concept at a time. Being interactive, they offer many more possibilities beyond what one static problem can show. The approach aims to enhance students’ visual intuition, and hence understanding of structural concepts and the parameters affecting design. This paper will present selected structural gizmos, how they work, and how they can enhance structural education for architects.
series ACADIA
email
last changed 2022/06/07 07:54

_id 9d26
authors Adriane Borda Da Silva, A., Félix, N.R., Magallón Lacarta, J.A., Serón Arbeloa, F.J.
year 2000
title Da Representação à Modelagem (From Representation Towards Modeling)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 280-282
summary This work intends to structure a conceptual and technical referential to guide the development of the “Post-Graduate Drawing Course - from traditional tracing to computer graphics” (DTGC-IFM,UFPel, RS, Brasil), related to the process of using the computer technology for problem-solving in graphics representation. The referential intends to evaluate the level of development, and also orientate the investments with qualification of the staff, hardware and software. This study refers only to the process of solving problems using computer graphics techniques for Geometric and Visual Modeling.
series SIGRADI
email
last changed 2016/03/10 09:47

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

_id 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

_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 1f5c
authors Beesley, Philip and Seebohm, Thomas
year 2000
title Digital Tectonic Design
doi https://doi.org/10.52842/conf.ecaade.2000.287
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. 287-290
summary Digital tectonic design is a fresh approach to architectural design methodology. Tectonics means a focus on assemblies of construction elements. Digital tectonics is an evolving methodology that integrates use of design software with traditional construction methods. We see digital tectonic design as a systematic use of geometric and spatial ordinances, used in combination with details and components directly related to contemporary construction. The current approach will, we hope, lead to an architectural curriculum based on generative form making where the computer can be used to produce systems of forms algorithmically. Digital design has tended to remain abstract, emphasizing visual and spatial arrangements often at the expense of materials and construction. Our pursuit is translation of these methods into more fully realized physical qualities. This method offers a rigorous approach based on close study of geometry and building construction elements. Giving a context for this approach, historical examples employing systematic tectonic design are explored in this paper. The underlying geometric ordinance systems and the highly tuned relationships between the details in these examples offer design vocabularies for use within the studio curriculum. The paper concludes with a detailed example from a recent studio project demonstrating particular qualities developed within the method. The method involves a wide range of scales, relating large-scale gestural and schematic studies to detailed assembly systems. Designing in this way means developing geometric strategies and, in parallel, producing detailed symbols or objects to be inserted. These details are assembled into a variety of arrays and groups. The approach is analogous to computer-aided designÕs tradition of shape grammars in which systems of spatial relationships are used to control the insertion of shapes within a space. Using this approach, a three-dimensional representation of a building is iteratively refined until the final result is an integrated, systematically organized complex of symbols representing physical building components. The resulting complex offers substantial material qualities. Strategies of symbol insertions and hierarchical grouping of elements are familiar in digital design practice. However these strategies are usually used for automated production of preconceived designs. In contrast to thsse normal approaches this presentation focuses on emergent qualities produced directly by means of the complex arrays of symbol insertions. The rhyth
keywords 3D CAD Systems, Design Practice, 3D Design Strategies
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email
last changed 2022/06/07 07:52

_id 4e0a
authors Bouchlaghem, N., Sher, W. and Beacham, N.
year 2000
title Computer Imagery and Visualization in Civil Engineering Education
source Journal of Computing in Civil Engineering, Vol. 14, No. 2, April 2000, pp. 134-140
summary Higher education institutions in the United Kingdom have invested significantly in the implementation of communication and information technology in teaching, learning, and assessment of civil and building engineering—with mixed results. This paper focuses on the use of digital imagery and visualization materials to improve student understanding. It describes ways in which these materials are being used in the civil and building engineering curriculum, and, in particular, how distributed performance support systems (DPSS) can be applied to make more effective use of digital imagery and visualization material. This paper centers on the extent to which DPSS can be used in a civil and building vocational and continuing professional development context by tutors in the form of an electronic course delivery tool and by students in the form of an open-access student information system. This paper then describes how a DPSS approach to education is being adopted at Loughborough University as part of the CAL-Visual project. After highlighting the main aims and objectives of the project and describing the system, this paper discusses some of the issues encountered during the design and implementation of a DPSS and presents some preliminary results from initial trials.
keywords Computer Aided Instruction; Engineering Education; Imaging Techniques; Information Systems; Professional Development
series journal paper
last changed 2003/05/15 21:45

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