CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

PDF papers
References

Hits 1 to 20 of 706

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id da3a
authors Borges Sanches, Thais and Leão de Amorim, Arivaldo
year 2001
title AVALIAÇÃO DO USO DA SIMULAÇÃO COMPUTACIONAL EM PROJETOS DE ILUMINAÇÃO ARTIFICIAL (Evaluation of the Use of Computer Simulation for Artificial Illumination Projects)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 95-97
summary This paper tries to evaluate the quantitative e qualitative aspects of the uses of the computational simulation for the analysis of enclosed environments light designs, and its feasibility in teaching in Architectural and Urbanism courses. The importance of this paper is associated with the determining of the illumination levels and its effects. Simulations were made with the Lightscape software in a specific room and their results were compared with the experimental measurements taken in that place. From this comparison it was possible to make the analysis of the software characteristics and to evaluate the advantages or disadvantages of its uses. The results confirm its feasibility as a tool for illumination simulation and its adequate uses in the teaching of environmental comfort. The good correlation achieved in visual effects derived from the lighting design and also the information of values related to illuminance and luminance for the simulated space support this affirmative.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 80f7
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2001
title Knowledge-based System to Support Architectural Design - Intelligent objects, project net-constraints, collaborative work
doi https://doi.org/10.52842/conf.ecaade.2001.080
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 80-85
summary The architectural design business is marked by a progressive increase in operators all cooperating towards the realization of building structures and complex infrastructures (Jenckes, 1997). This type of design implies the simultaneous activity of specialists in different fields, often working a considerable distance apart, on increasingly distributed design studies. Collaborative Architectural Design comprises a vast field of studies that embraces also these sectors and problems. To mention but a few: communication among operators in the building and design sector; design process system logic architecture; conceptual structure of the building organism; building component representation; conflict identification and management; sharing of knowledge; and also, user interface; global evaluation of solutions adopted; IT definition of objects; inter-object communication (in the IT sense). The point of view of the research is that of the designers of the architectural artefact (Simon, 1996); its focus consists of the relations among the various design operators and among the latter and the information exchanged: the Building Objects. Its primary research goal is thus the conceptual structure of the building organism for the purpose of managing conflicts and developing possible methods of resolving them.
keywords Keywords. Collaborative Design, Architectural And Building Knowledge, Distributed Knowledge Bases, Information Management, Multidisciplinarity
series eCAADe
email
last changed 2022/06/07 07:55

_id 3f21
authors Donath, D., Lömker, T.M. and Richter, K.
year 2001
title Boundary debates: Extensions from analog to digital spaces
doi https://doi.org/10.52842/conf.caadria.2001.241
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. 241-249
summary Our research focuses on the evaluation of digital space and its prospective use as a functional space for future architectural planning tasks. Through the existence of digital technologies the authors consider that architects will have to expose themselves to new - planning tasks, which are not comparable to traditional architectural duties. This requires us to rethink architectural terms and their meaning in digital space. It demands us to extend the borders within which we think, work and design. The paper presents exemplary projects that demonstrate the applicability and added value of these mergers as an extension of solid architectural buildings. Focus is laid onto digital architecture that either extends its analog counterpart by providing functionality that does not exist in the "real" world or which doesn¥t have an analog counterpart at all. The paper aims at the definition of new tasks for architects to be developed. It describes methods and strategies architects have to be aware of to be capable to offer an extended field of activity. Finally it presents exemplary projects which show the possible added value clients could gain from buildings to be established as mergers of analog and digital spaces.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 5d19
authors Gómez Arvelo, Susana Carolina
year 2001
title Simulador de proyecciones de sombras sobre modelos computarizados en 3d. Herramienta para evaluar la eficiencia de modelos de proteccion solar. [Shade simulator On 3D Computer Models. A Tool to Evaluate the Efficiency of Models for Solar Protection]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 156-165
summary A Program of Graphic Computing, developed in the Language of Programming AUTOLISP and run in AUTOCAD 2000, which is guided toward the Investigation in Bioclimatic Architecture, is presented. Before a model of solar protection in 3D, and loading the input data of the geographical localization and orientation, time and evaluation date (chosen by the user), the program calculates and projects the simulation of the corresponding shade contours on every plane that constitutes the 3D pattern (openings, walls, protections, floor...). In this research different areas of knowledge concur: Plane and spherical trigonometry applied to the solar ray and to the Bioclimatic Architecture, space geometry, plane graphical representation of three-dimensional objects, a concept of the transformation of vision for the three-dimensional representation of the objects in computers, and modern programming techniques.
keywords Bioclimatic Architecture; Heat Gaining Control; 3D Shades Simulator; Solar Protection
series other
email
last changed 2003/02/14 08:29

_id a28d
authors Koutamanis, A., Van Leusen, M. and Mitossi, V.
year 2001
title Route analysis in complex buildings
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 711-724
summary Analysis of pedestrian circulation in buildings is usually performed in the early stages of the design process or later on with respect to a specific design problem such as fire safety. In both cases, the analysis relates more to wayfinding, i.e. search for a route on the basis of fundamental normative criteria. Wayfinding analysis in existing buildings is useful for the comparison between “rational” behaviour and actual usage but this comparison does little to explicate the observed structure of pedestrian circulation. In contrast to wayfinding, route analysis deals with the registration and assessment of actual patterns of pedestrian circulation in existing buildings. These patterns are represented topologically and geometrically. The geometric representation makes use of norms underlying building codes in order to reach an appropriate level of abstraction. Route representations are implemented on top of a building representation of relevant spatial and building elements. The building representation serves both as input and output for the route analysis. Input and output are largely automated, including production of the geometric route locally (i.e. within each space) and measurement of route distance and complexity. Use data are collected in an alphanumeric database and linked dynamically to the geometric and topological representation. Route analysis supports and refines other forms of post-occupancy evaluation by adding important dynamic aspects to activity allocation and compartmentalization.
keywords Pedestrian Circulation, Analysis, Representation, Interaction
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 5060
authors Lira, Roberto O. and Vidal, Claudia G.
year 2001
title APLICACIÓN DE HERRAMIENTAS DE GRAFICA DIGITAL AL DESARROLLO URBANO REGIONAL: EXPERIENCIA DEL LABORATORIO DE ESTUDIOS URBANOS (Application of Digital Graphic Tools in the Development of Regional Urbanism: The Experience of the Laboratory of Urban Studies)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 325-327
summary Today it is known that the knowledge and the territory administration requires a modern systems of calculation that spatially order and processes this information. For this, the Laboratory of Urban Studies (LUS), is dedicated to the study of the space distribution phenomenon, by means of computational graph technology. The present work has the objective to present the LUS experience in the application of two tools of digital graph to the urban regional development: using the Systems of Geographical Information (SGI) in the integral evaluation of natural risks in the city of Concepción and the application of Animation 3D in the design of “Avenida Los Plátanos” in the University of Bío-Bío.
series SIGRADI
email
last changed 2016/03/10 09:55

_id d7d5
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2001
title Design communication in immersive virtual environments: An initial exploration
doi https://doi.org/10.52842/conf.ecaade.2001.472
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 472-478
summary Using Virtual Environment (VE) to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. In this moment, we may expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We explored initial intentions of 3Dimmersive design schemes, textual descriptions and collaborations within immersive VE. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. The paper describes these experiments. Finally we summarize observations from this research, for instance the simplicity to interconnect design-ideas cross platforms, conclude with possible future directions of our investigation, initiating a broader research including other disciplines.
keywords Virtual Reality, Design Processes, Communication Methods, Preliminary Design, Evaluation
series eCAADe
email
last changed 2022/06/07 07:57

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id 3847
authors Gattis, Merideth
year 2001
title Space as a Basis for Reasoning
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary We use space as a basis for reasoning whenever we use aspatial representation of a nonspatial concept to make decisions orinferences. From a psychological perspective, our tendency to create andreason fluidly from spatial models is somewhat surprising, becauseusing a spatial model to reason involves creating correspondencesbetween two semantically unrelated concepts: space, and something thatisn’t space, whether that be time, performance, or the desirability of anew job. Our proficiency in using space as a basis for reasoning reliesour abilities to detect similarities in the structures of very differentconcepts. In this paper I discuss two types of similarities between spaceand nonspatial concepts and describe how those similarities influencereasoning from spatial representations.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:16

_id avocaad_2001_08
id avocaad_2001_08
authors Ivanka Iordanova, Temy Tidafi
year 2001
title Design assistance by complexity-supporting precedents' modelling
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 Architectural design processes imply complexity at every stage of the development of a project. On one hand, this complexity is rarely taken into consideration by the currently used CAD programs. On the other hand, recent theoretical researches indicate that a large proportion of architectural design processes are based on precedents as a source of inspiration or as a basis for reflection. A precedent is usually seen as a sketch, as a picture, as a drawing or as a visual memory of an architectural object or space. Recent research enlarges this concept into at least two directions: (1) precedents are looked for not only in the architectural space, and (2) it’s not only the visual aspect of a precedent that is important, but also its internal logic and structure, the know-how associated to it, and the actions needed for its creation. Usually, architectural design knowledge is implicitly presented by precedents. This design knowledge is applied to design-objects having various levels of generality, at different states of detailing and expected to be dynamically transformed during the following stages of design. Having in mind these characteristics of precedents called for during the architectural design process, we propose to join their visual representation with a description of their most important characteristics: structural organisation, way of production, functional organisation, spatial composition, etc. These can be either described or modelled by the original author, or interpreted by the precedent’s ‘user’. These design-knowledge models can be of use in several ways: (1) providing a library for search of precedents by semantic analogy, (2) offering ready-to-use capsules of design knowledge for new design situations, (3) enriching the ‘design world’ of the user-architect. We have implemented the proposed method of complexity-supporting precedents’ modelling by the means of the functional programming SGDL-Scheme language. The models (a programming function or a structure of programming functions) describe the actions necessary for the creation of an object (or its digital representation) and the structural organisation between the models in order to generate new, more complex ones. The concept of describing actions instead of shapes, provides a multi-level applicability of the models. Visual presentations (digital maquettes, images or animations) of newly generated objects can be stored in a visual-library of the assistant, thus creating a new ‘precedent’ that can be referred to in future by visual analogy. The design-knowledge that has generated the new object, is stored and linked to the image. Thus, the visual stimulus of a precedent can be joined with functional characteristics, production procedures and/or semantic meaning of the object. The paper will present the ‘engine’ of the proposed assistant, its organisation, as well as digital models of precedents that have served as a basis for the design of new architectural objects or structures. The assistant is conceived as an open, complexity supporting structure that can be further developed by the ‘user-architect’. We will discuss the advantages and limitations of the proposed assistant.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 1a92
authors Mirabelli, Paolo
year 2001
title Public Cyberspace Planning and Design. Architect’s role in the construction of the virtual city
doi https://doi.org/10.52842/conf.ecaade.2001.042
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 42-46
summary Architects need to consider ICT not as a tool for design but as a space to be designed. The relation between this space and the physical city must be driven from an impact to a positive and needed expansion of the urban space; an occasion to support and foster social integration and development. To achieve this, it is needed to put an effort in evolving both planning and design techniques as well as public policies for this mixed (physical/ digital) urban space. The references for doing it may be found more in the history of technology developments then in the technology itself, but a wide contribution from diverse disciplines is needed. How to do this, it’s mostly to be found out through projects, in which architects can play the fundamental role of planners that coordinate the activities of actors involved, while taking care of the public interest. Many cities are progressively losing the space devoted to foster solid social structures, so a relevant focus for projects may be aimed at the design of public cyberspace to recover the building of local social networks. A starting point could be found in the Community Networking movement, which architects could build upon, using their design skills in order to evolve this kind of spaces beyond the spontaneous and random phase. A wide range of issues are to be addressed: from needed public policies to accessibility that must be provided to anybody in order to avoid sharpening social alienation due to cultural, economical or physical reasons. An experiment is going to be carried out within a local development project promoted in Rome.
keywords Cyberspace Design, Urban Planning, E-Society, Community Networking, Selfsustainable Local Development
series eCAADe
last changed 2022/06/07 07:58

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 0b10
authors Strehlke, Kai and Engeli, Maia
year 2001
title Roomz]&[connectionz]. Scenarios in Space and Time
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 173-186
summary New opportunities for architectonic design and representation in threedimensional virtual spaces have arisen thanks to computers, networks, and new media in general. An environment with unique three-dimensional interfaces for the creation of spatial scenarios has been developed. The possibilities were explored in two successive courses in architecture and new media. Design in space and time, the investigation of special characteristics of digital spaces and the creation of a hyperstructure were the main topics of the creative work.
keywords Virtual Reality, Three-Dimensional User Interface, Narrative Structures, Webbased Environment, Digital Space Design, Architectonic Representation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 1752
authors Beheshti, Reza and Michels, Ralph
year 2001
title The global GIS: a case study
source Automation in Construction 10 (5) (2001) pp. 597-606
summary Geographic information systems (GIS) play a crucial role in the management of the environment and allocation of resources in many application domains. We discuss appropriate technologies and their requirements including the GIS technology issues such as data acquisition, database technology and interoperability tools as well as the availability of suitable models. In this paper, the project I-VOIR is discussed which is a prototype for GIS inquiries via the Internet for inland shipping traffic. Our conclusions are based on the evaluation of this project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id a4a1
authors Bukowski, Richard W. 
year 2001
title Interactive Walkthrough Environments for Simulation
source University of California at Berkeley
summary This thesis describes a second-generation walkthrough framework that provides extensive facilities for integrating many types of third-party simulation codes into a large-scale virtual environment model, and puts it in perspective with first-generation systems built during the last two decades. The framework provides an advanced model database that supports multiple simultaneous users with full consistency semantics, system independent storage and retrieval, and efficient prefetching and object reconstruction techniques to support second and third-generation walkthrough systems. Furthermore, our framework integrates support for scalable, distributed, interactive models with plug-in physical simulation to provide a large and rich environment suitable for architectural evaluation and training applications. A number of third-party simulations have been integrated into the framework, including dynamic physical interactions, fire simulation, multiple distributed users, radiosity, and online tapestry generation. All of these simulators interact with each other and with the user via a data distribution network that provides efficient, optimized use of bandwidth to transport simulation results to clients as they need them for visualization. These diverse simulators provide proof of concept for the generality of the framework, and show how quickly third-party simulations can be integrated into our system. The result is a highly interactive distributed architectural model with applications in research, training, and real-time data visualization. Finally, an outlook is given to a possible third generation of virtual environment architectures that are capable of integrating different heterogeneous walkthrough models.
series thesis:PhD
email
more http://www.cs.berkeley.edu/~bukowski/resume.html
last changed 2003/02/12 22:37

_id 54c0
authors Cabezas, M., Mariano, C., Oliva, G. and Oliva, S.
year 2001
title New Technologies Applied toTraining - Evaluation of a New Teaching Methodology for the Descriptive Geometry
doi https://doi.org/10.52842/conf.ecaade.2001.275
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 275-281
summary The purpose of this paper is to point out the most relevant aspects of an experience which gathers research processes and teaching practices at a University level, activities in which the authors hereof have been involved for many years. Even though this question has already been widely discussed – being its analysis extremely broad and varied – it is still quite interesting. This issue deals with the incorporation of new technologies in the teaching and learning processes and in the case of this specific experience, it refers to its trial implementation in the classroom.
keywords Evaluation, Teaching, Geometry, Informatics
series eCAADe
email
last changed 2022/06/07 07:54

_id 3934
authors Cabezas, M., Mariano, C., Oliva, G. and Oliva, S.
year 2001
title EVALUACIÓN DE UNA METODOLOGÍA DE ENSEÑANZA DE LA GEOMETRÍA DESCRIPTIVA (Evaluation of a Methodology for the Teaching of Descriptive Geometry)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 204-206
summary The purpose of this paper is to point out the most relevant aspects of an experience which gathers research processes and teaching practices at a University level, activities in which the authors hereof have been involved for many years. Even though this question has already been widely discussed – being its analysis extremely broad and varied – it is still quite interesting. This issue deals with the incorporation of new technologies in the teaching and learning processes and in the case of this specific experience, it refers to its trial implementation in the classroom.
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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 35HOMELOGIN (you are user _anon_518663 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002