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 697

_id 7eb9
authors Dokonal, Wolfgang and Martens, Bob
year 2001
title A Working Session on 3-D City Modeling
doi https://doi.org/10.52842/conf.ecaade.2001.417
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 417-422
summary On the occasion of a presentation on a city model for Graz at the eCAADe-conference in Weimar (2000), some attendees informed us about their previous work in this field and the idea of preparing a working session with collegues involved in 3-D city modeling was born. During the initial phase of research for this eCAADe conference activity it turned out that a large number of city models has been created in the course of time for different reasons resp. purposes. Therefore a rich variety in the production of city models can be noticed. This working session on 3-D city modeling brings together experts focusing on different aspects concerning the creation and use of city models, such as data input, data structure, data storage and data quality. Also the definition of a perspective on the future of 3-D city modeling can be regarded as an important topic. In this paper a rough overview on the different submissions will be presented. Furthermore three blitz statements are incorporated as time was too short to produce a full paper. Both with the individual contributions as with this overview paper it is intended to present a knowledge-base to this working field. Finally, the start for a growing bibliography was made in order to support future work in this area.
keywords Urban Modeling, 3-D Modeling, Collaboration, City Information, Model Adaptation
series eCAADe
email
last changed 2022/06/07 07:55

_id be0b
authors Dokonal, W., Martens, B. and Ploesch, R.
year 2001
title Continuing work on a 3-d city model for architectural education
doi https://doi.org/10.52842/conf.caadria.2001.319
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 319-322
summary This paper describes continuing experiences with the creation of a 3D-City Model at Graz University of Technology. It presents an innovative approach in establishing a city model with the substantial support of students in the study fields of architecture and surveying. Doubtlessly other projects already revealed similar issues, but so far without direct collaborative input by students.
keywords 3D City Modeling
series CAADRIA
email
last changed 2022/06/07 07:55

_id 16fb
authors Dokonal, W., Martens, B. and Ploesch, R.
year 2001
title On the Borderline - Building a 3-D City Model with Students
doi https://doi.org/10.52842/conf.ecaade.2001.410
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 410-416
summary This paper describes ongoing experiences with the „digcity“ project at Graz University of Technology (Austria). It presents a different approach in creating a 3-D City Model compared to other urban modeling projects. The substantial input made by students defines the basic characteristic of this project. In this contribution the redefinition of the project management is described. An outline of the project itself has been presented already in previous papers and presentations (Dokonal et.al., 2000 and 2001). These papers are updated here and the latest developments in this project are presented.
keywords Urban Modeling, 3-D Modeling, Architectural Education, Collaboration
series eCAADe
email
last changed 2022/06/07 07:55

_id 9e0d
authors Dokonal, Wolfgang and Martens, Bob
year 2002
title Round Table Session on “3D-City-Modeling”
doi https://doi.org/10.52842/conf.ecaade.2002.610
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 610-613
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. On the occasion of eCAADe 2001 in Helsinki a working session on the topic “3D-City-Modeling” was held, in which a varietybundle of papers was presented. The eCAADe 2002 round table session on “3D-City-Modeling” is opening up for an intensive discussion on a number of goals which were elaborated by a working group in Helsinki.
series eCAADe
email
last changed 2022/06/07 07:55

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
doi https://doi.org/10.52842/conf.ecaade.2002.472
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 472-477
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id 4cd0
authors Lee, Ming-Chun
year 2001
title SpaceMaker: A Symbol-based Three-dimensional Computer Modeling Tool for Early Schematic Development of the Architectural Design
source University of Washington, Design Machine Group
summary Designing architecture is an action of creating space. Architects start designing by making twodimensional (2-D) drawings in order to explore alternatives of spatial arrangement. However, architects are actually working with three-dimensional (3-D) space. They see 3-D space in their mind’s eye when making sketches in 2-D. It is thus valuable to help designers truly see 3-D space during designing. In addition, different spaces may have different functions and configurations of architectural components. Architects usually use text labels in their drawings to identify architectural concepts. They identify the function of space and remind themselves of the proposed configuration of architectural elements when labeling each space with a symbol. By recognizing the text label, it is possible to identify the architectural configuration of the space. Therefore, it is possible to create a 3-D modeling tool based on the recognition of labels in freehand sketches. This thesis introduces a symbol-based 3-D modeling tool – the SpaceMaker – that allows designers to make freehand floor-plan drawings to explore the initial concept of spatial layout and allows users to apply labels to identify different types of space. Finally, the program converts those floor plans into 3-D models according to the labels. In the SpaceMaker, a designer predefines a label by assigning it four boundary elements that encircle a space. When the designer draws the label in the sketch floor plan, the SpaceMaker then recognizes the label and constructs the space based on the defined boundary condition in a VRML (Virtual Reality Modeling Language) format that enables the designer to view the 3-D space through a VRML enabled web browser.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
doi https://doi.org/10.52842/conf.ecaade.2001.423
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id a58e
authors Evans, S. and Hudson-Smith, A.
year 2001
title Information Rich 3D Computer Modeling of Urban Environments
source Working Paper 35, Centre for Advanced Spatial Analysis Working Papers; London, August 2001
summary We are living in an increasingly information rich society. Geographical Information Systems now allow us to precisely tag information to specific features, objects and locations. The Internet is enabling much of this information to be accessed by a whole spectrum of users. At CASA we are attempting to push this technology towards a three-dimensional GIS, that works across the Internet and can represent significant chunks of a large city. We believe that the range of possible uses for such technology is diverse, although we feel that urban planning is an area that can benefit greatly. An opportunity to push this ìplanning technologyî arose when CASA won a tender from Hackney Council to develop a dynamic website for community participation in the process of regenerating the Woodberry Down Estate. This is a run down part of northeast London that is undergoing a major redevelopment. CASA has developed a system that not only informs the local residents about the redevelopment process but it also enables them to use dynamic visualisations of the ìbefore and after effectsî of different plans, and then to discuss and vote on the variety of options.
series other
last changed 2003/04/23 15:50

_id 7655
authors Okeil, Ahmad and El Araby, Mostafa
year 2003
title Realism vs. Reality in Digital Reconstruction of Cities
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The digital reconstruction of existing cities using virtual reality techniques is being increasingly used. For consultants, municipalities and planning departments these models provide decision support through visual simulations (El Araby, 2001). For academia they provide a new tool for teaching students urban design and planning (Okeil, 2001). For authorities they provide a tool for promoting the city on the world wide web trying to attract more businesses and tourists to it. The built environment is very rich in detail. It does not only consist of open spaces surrounded by abstract buildings but it also includes many smaller objects such as street furniture, traffic signs, street lights, different types of vegetation and shop signs for example. All surfaces in the built environment have unique properties describing color, texture and opacity. The built environmentis dynamic and our perception is affected by factors such as pedestrian movement, traffic, environmental factors such as wind, noise and shadows. The built environment is also shaped by the accumulation of changes caused by many influences through time. All these factors make the reconstruction of the built environment a very complex task. This paper tries to answer the question: how realistic the reconstructed models of urban areas can be. It sees “Realism“ as a variable floating between three types of realties. The reality of the physical environment which we are trying to represent. The reality of the digital environment which will host the digitally reconstructed city. And the reality of the working environment which deals with the problem of limitation of resources needed to digitally reconstruct the city. A case study of building a 3D computer model of an urban area in the United Arab Emirates demonstrates that new time-saving techniques for data acquisition can enhance realism by meetingbudget limitations and time limitations.
keywords Virtual Reality; Photo Realism; Texture Maps; 3D Modeling; Urban Design
series other
email
last changed 2003/03/11 20:39

_id 0407
authors Peng, C., Chang, D.C., Blundell Jones, P. and Lawson, B.
year 2001
title Dynamic Retrieval in an Urban Contextual Databank System using Java-CGI Communications. Development of the SUCoD Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 89-102
summary This paper presents our current development of the Sheffield Urban Contextual Databank (SUCoD) prototype that provides users with a Webbased interface for dynamic retrieval of architectural and urban contextual information of the city of Sheffield. In comparison with past attempts of building Virtual Cities accessible over the Internet, we have experimented with a different system architecture capable of generating VRML models and other related documents on the fly according to users' requests. Through working examples, we describe our methods of implementing the data communications between Java applets and Common Gateway Interface (CGI) scripts. The SUCoD prototype has been developed to explore and demonstrate how user centred dynamic retrieval of urban contextual information can be supported, which we consider a user requirement of primary importance in its future use for collaborative design and research relating to the city of Sheffield.
keywords Urban Contextual Databank, Dynamic Retrieval, Java, Common Gateway Interface, VRML, HTML, Virtual Cities
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 7134
id 7134
authors Penttilä, Hannu (Ed.)
year 2001
title Architectural Information Management [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.2001
source 19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1 / Helsinki (Finland) 29-31 August 2001, 578 p.
summary Several common phrases, such as “information society” or “virtual reality” point out the fact that information technology, digital tools and numerous different services via various communication networks have become crucially important factors of our western lifestyle and living environment. The trends of the society reflects naturally the working environments of the construction field, architectural discipline being amongst them. It is almost inconceivable to even imagine an architect without computer-based tools anymore. This evolutional development process has, from historical perspective, only recently started. The process is constantly evolving and rapidly increasing our possibilities to use and enjoy these modern digital fruits. The sometimes unpredictable and rapid changes in our working environment should make architects nervous about the impacts of the changes. All those delicate methods and collective traditions of the several thousand year architectural discipline(!), just simply cannot be transferred into the digital realm in a few decades. Researchers and teachers should very carefully, but still open mindedly, critically explore, analyse and adjust the so-called “modern technology” into the world of architecture, construction, design, planning – and education. We are not just “endusers”, It is we, in fact, who should define what, where and how are we willing to use it(IT). The value of information is constantly growing in our society, and in the future it will evidently be even more so. The value of information is quite hard to define with measurable or agreed concepts, but information evidently contains value-factors. The information which the architects are creating, modifying and manipulating, contains essential and valuable core data concerning the whole built environment of our society. It affects the physical surroundings of our society, in which we will be living for decades – hence, the information has a historical basis. The architectural core information also very strongly affects the quality of life of our fellow citizens – consequently, it has deep social meaning. The essentials of architectural information relies on the tradition of centuries – hence, it clearly has acknowledged cultural values, which are also extremely difficult to quantify. So how could architectural information be described? The information covers a wide range of heterogeneous concepts, items, values, methods, tools, materials, true facts, rumours, intuition and knowledge, plus a multitude of yet undefined or unpredictable factors, which still have to be watched and prepared for. Since the information deals with common and general subjects, it should also be described with common and general concepts. On the other hand as the information is also concerned with the minutiae of specific projects, the architectural information should also be described with well identified and unique entities. With our digital tools we handle all information – including architectural – more and more digitally. We have to handle and manipulate information currently as digital data, which could be understood the ”raw material” of architectural information. Digital data becomes valuable information, when some kind of meaning or purpose to somebody can be attributed to it. In the early gloomy days of ”digital architecture” in the 1960’s and 1970’s, researchers tried to describe architectural artefacts and even design process mathematically. The details of architectural information were quite difficult to describe with binary alphanumeric information of main-frame machines. The architects’ tools development then led to a trend where architects could better represent and visualize the design objects digitally. The widespread and common use of 2D-drawing and 3D-modelling tools is still a very strong trend within our discipline. In fact it is “the way” the majority of architectural information is managed today. During the last 15–20 years, so-called conceptual modelling or product data modelling, done in various technical and construction field research units worldwide, has from one viewpoint clarified the basis and essence of architectural information. Hence, it’s not only CAD-software application development, but also elementary and theoretical research that gives us valuable help to survive among the ever growing seas of terabits of data in the future to come. Architectural information is something that simply cannot be described just with DWG-drawings or dummy scanned photographs any more. Although drawings and photos may contain very important bits of architectural documentation, we need ntimes more “complexity layers”, concepts and tools to manage and understand the essence of architectural information today. A proper way to manage the data we are working with, has to cover the whole architectural discipline. The methods and tools also have to be valid and flexible for several decades in the future.
keywords Information Management & Data Structuring, Education & Curricula, Modeling & City Planning
series eCAADe
email
more http://www.hut.fi/events/ecaade/
last changed 2022/06/07 07:49

_id avocaad_2001_13
id avocaad_2001_13
authors Alexander Koutamanis
year 2001
title Modeling irregular and complex forms
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 Computational technologies provide arguably the first real opportunity architectural design has had for a comprehensive description of built form. With the advent of affordable computer-aided design systems (including drafting, modeling, visualization and simulation tools), architects believe they can be in full control of geometric aspects and, through these, of a wide spectrum of other aspects that are implicit or explicit in the geometric representation. This belief is based primarily on the efficiency and effectiveness of computer systems, ranging from the richness and adaptability of geometric primitives to the utility of geometric representations in simulations of climatic aspects. Such capabilities support attempts to design and construct more irregular or otherwise complex forms. These fall under two main categories: (1) parsing of irregularity into elementary components, and (2) correlation of the form of a building with complex geometric structures.The first category takes advantage of the compactness and flexibility of computational representations in order to analyse the form of a design into basic elements, usually elementary geometric primitives. These are either arranged into simple, unconstrained configurations or related to each other by relationships that define e.g. parametric relative positioning or Boolean combinations. In both cases the result is a reduction of local complexity and an increase of implicit or explicit relationships, including the possibility of hierarchical structures.The second category attempts to correlate built form with constraints that derive usually from construction but can also be morphological. The correlation determines the applicability of complex geometric structures (minimally ruled surfaces) to the description of a design. The product of this application is generally variable in quality, depending upon the designer's grounding in geometry and his ability to integrate constraints from different aspects in the definition of the design's geometry.Both categories represent a potential leap forward but are also equally hampered by the rigidity of the implementation mechanisms upon which they rely heavily. The paper proposes an approach to making these mechanisms subordinate to the cognitive and technical aspects of architectural thinking through fuzzy modeling. This way of modeling involves a combination of (a) canonical forms, (b) tolerances around canonical forms and positions, (c) minimal and maximal values, (d) fuzzy boundaries, and (e) plastic interaction between elements based on the dual principles of local intelligence and autonomy. Fuzzy models come therefore closer to the intuitive manners of sketching, while facilitating transition to precise and complex forms. The paper presents two applications of fuzzy modeling. The first concerns the generation of schematic building layouts, including adaptive control of programmatic requirements. The second is a system for designing stairs that can adapt themselves to changes in their immediate environment through a fuzzy definition of geometric and topological parametrization.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id f95f
authors Angulo, A.H., Davidson, R.J. and Vásquez de Velasco, G.P.
year 2001
title Digital Visualization in the Teaching of Cognitive Visualization
doi https://doi.org/10.52842/conf.acadia.2001.292
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 292-301
summary Professional design offices claim that our graduates have difficulties with their free-hand perspective drawing skills. This fact, which has become obvious over the last 5 years, is parallel to a clear tendency towards the use of 3-dimensional digital imagery in the projects of our students. Frequently, faculty tends to blame the computer for the shortcomings of our students in the use of traditional media, yet there is no clear evidence on the source of the blame. At a more fundamental level, the visualization skills of our students are questioned. This paper will explain how faculty teaching design communication techniques, with traditional and digital media, are working together in the development of a teaching methodology that makes use of computers in support of our student’s training on cognitive visualization skills, namely; “The Third-Eye Method”. The paper describes the Third-Eye Method as an alternative to traditional methods. As evidence of the benefits offered by the Third-Eye Method, the paper presents the results of testing it against traditional methods among freshman students. At the end, the paper draws as conclusion that computers are not the main source of the problem but a potential solution.
keywords Pedagogy, Visualization, Media
series ACADIA
email
last changed 2022/06/07 07:54

_id 9a04
authors Bouza Rodríguez, J.B., Valcarce, J.D., Baltar, X.L. and Vázquez, M.P.
year 2001
title SISTEMA WEB INTERACTIVO CON CATÁLOGO PSEUDO-TRIDIMENSIONAL DE RODUCTOS Y VÍDEO EN TIEMPO REAL (Interactive Web System with Pseudo-Three-Dimensional Catalogue of Places and Video in Real Time)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 104-106
summary It has been designed and developed a system Web that has video in real time and an interactive product catalogue based on pseudo-three-dimensional models, that is to say, models that they pretend to be three-dimensional, but that in fact do not have geometry 3D properly in the memory, but of an appropriate composition according to the case of geometry 2D (image or any graph), that allows to see the model from several points of view and to consult additional information (weight, material, dimensions, etc.). They have been analyzed and proven the different formats from transmission of video and audio by Internet, studying all its parameters, until finding the optimal ones for this server. In comparison with the use of format VRML (Virtual Reality Modeling Language) used commonly to put models 3D in the Web, this system that we have devised presents like advantages the low time of load, the high precision of the views of the object and the low cost of maintenance of the Web. On the other hand, one does not have the infinity of views and facility of manipulation of the VRML.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 0e58
authors Campbell, D.A. and Wells, M.
year 1994
title A Critique of Virtual Reality in the Architectural Design Process, R-94-3
source Human Interface Technology Laboratory, University of Washington, Seattle, USA, http://www.hitl.washington.edu/publications/r-94-3/: 23 May 2001
summary An addition to a building was designed using virtual reality (VR). The project was part of a design studio for graduate students of architecture. During the design process a detailed journal of activities was kept. In addition, the design implemented with VR was compared to designs implemented with more traditional methods. Both immersive and non-immersive VR simulations were attempted. Part of the rationale for exploring the use of VR in this manner was to develop insight into how VR techniques can be incorporated into the architectural design process, and to provide guidance for the implementers of future VR systems. This paper describes the role of VR in schematic design, through design development to presentation and evaluation. In addition, there are some comments on the effects of VR on detailed design. VR proved to be advantageous in several phases of the design. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided.
series other
email
last changed 2003/04/23 15:50

_id 793d
authors Chitchian, D., Sauren, E.G.M. and Heeling, J.
year 2001
title Urban-CAD, A Design Application for Urbanism
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 387-399
summary The existing CAAD programs and design applications are not much usefull for designers with urbanistic design activities. Those applications can be utilized in design tasks, but they are not useful means to support the whole design process. To assist the urban designers in their design process, we need new CAD applications capable of providing comprehensive information to the users and supporting the urbanistic design process. To fulfil these requirments we have been working to develop an Urban-CAD program to overcome the limitations of the already existing CAD applications furthermore suit the urbanistic designers needs.
keywords Urban Design Process, Scaling, Abstracted And Detailed Levels, CAAD
series CAAD Futures
email
last changed 2006/11/07 07:23

_id 5cc3
authors Chitchian, Davood and Heeling, Jan
year 2001
title How to assist designers in the urban design process
doi https://doi.org/10.52842/conf.caadria.2001.445
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 445-449
summary A lot of CAAD programs and design applications exist to assist designers. They hardly support the whole urban design process. Although those programs are useful for the architectural design process but are not suitable for urbanistic design. We have been working on the Urban-CAD application to assist designers with urbanistic design activities.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 642c
authors Chiu, Mao-Lin and Lan, Ju-Hung
year 2001
title Discovery of historical Tainan: a digital approach
source Automation in Construction 10 (3) (2001) pp. 355-364
summary This paper depicts the use of computers in the urban studies, and provides a digital way of understanding historical buildings and the relations with the city. "Discovery of Historical Tainan" is a joint project among historians and computer-aided design (CAD) researchers to preserve historical evidences of the central city of Tainan by using computer visual simulation. The importance of historical scenes is revealed by the efforts of integration with digital information and models. The process of modeling and the issues of computer visual simulation in the large-scale urban models are presented.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 8a8c
authors Choi, J.W., Kwon, D.-Y. and Lee, H.-S.
year 2001
title DesignBUF: Exploring and Extending 2D Boolean Set Operations with Multiple Modes in the Early Design Phase
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 589-602
summary Boolean set operations have been a powerful design function set for any CAD systems including 2D and 3D domains. Their capacity to provide even more powerful design tools have not, however, been fully explored in the 2D system. The purpose of this study is to further explore 2D Boolean set operations with multiple modes, which include a pick mode, a wait mode, a drag-and-drop mode, and a draw-and-action mode. We develop a prototype design tool, called DesignBUF. It introduces a new concept of “design object buffer,” an intermediate design zone in which a designer freely sketches his/her design with design objects in a brainstorming fashion since valuable design ideas are ephemeral? and the designer needs to generate design schemes rapidly before the ideas disappear or are forgotten. After finishing such fast brainstorming processes, especially in the early design phase, the designer gets a stable and refined form of a floor plan, which in turn becomes a well structured form to maintain building and design information systematically. Therefore, the designer keeps switching back and forth between the “design object buffer” and structured floor plans. We believe that this dual working memory will not only increase system flexibility, but also reduce computation with unnecessarily complex design objects. This study also develops a robust algorithm to transform the intermediate design objects into a well-structured floor plan. In fact, the algorithm is also used for the extended Boolean set operations described above. A structured floor plan can also be transformed into non-structured forms. Research issues for future development are also identified at the end of the paper.
keywords Design Buffer, Extended Boolean Set Operations, Structured Floor Plan.
series CAAD Futures
email
last changed 2006/11/07 07:22

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