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 93

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_id fc1f
authors Zhang, Z., Tsou, J.-Y. and Hall, T.W.
year 2001
title Web-Based Virtual-Reality for Collaboration on Urban Visual Environment Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 781-794
summary This research aims to facilitate public participation in urban landscape visual assessment (ULVA). To support virtual collaboration in ULVA, it is desirable to provide both quantitative analysis and 3D simulation over the Internet. Although the rendering of urban models in common web browser plug-ins often lacks vividness compared with native workstation applications, the integration of VRML modeling and Java programming proves effective in sharing and rendering urban scenes through a familiar web interface. The ULVA simulation supports not only static scene rendering, but also interactive functional simulations. They include the viewpoint setting up, view corridor and panorama generation. Although popular VRML viewers such as CosmoPlayer provide similar functions, users are often disoriented by the interface. The obfuscation inhibits people’s immersion in the virtual urban environment and makes the assessment inconvenient. To eliminate such disorientation and improve users’ feelings of immersion, we integrate both a two-dimensional map and a three-dimensional model of the urban area in the user interface. The interaction between 2D map and 3D world includes the matching of avatar positions, visualization of avatar posture, and the setting up of viewpoints and view corridors. To support a web-based urban planning process, the system adopts client/server architecture. The city map is managed by a specific database management system (DBMS) on the server side. Users may retrieve information for various “what if” simulations. The system automatically remodels the virtual environment to respond to users’ requests.
keywords Geographic Information Systems, Internet, Urban Landscape, Visual Assessment, Virtual Reality
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 1f37
authors Alpha, Lee W.K. and Iki, Kazuhisa
year 2001
title Moving Architecture and Transiting Landscape. Interactive Rendering System for Animated Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 739-752
summary In this paper, an Interactive Rendering System for Animated Assessment (IRSA2) is proposed. Using IRSA2, different to the usual process that the respondents are allowed only to select alternatives designed by planners, they are allowed to participate in the design process and create alternatives as proposals in a web-based collaborative environment. This gives roads to an autonomous process in landscape planning and design. The system efficiency was verified by a case study of its use in a wind farm project in Japan.
keywords Collaborative Design, Utilization Of Internet, Overall Design Strategy,
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 602f
authors Büscher, Monika
year 2001
title Landscapes of Practice: Bricolage as a Method for Situated Design
source Computer Supported Cooperative Work (CSCW) 10(1): 1-28; Jan 2001
summary This paper proposes a ‘bricolage’ approach to designing systems for cooperative work.This involves users, participatory designers and ethnographers in a continuing cycle of design andrevised work practice, often in settings where resources are limited and short-termresults are required.If exploits the flood to market of hardware, software and services. The approach is illustrated withresults from a project with a practice of landscape architects. Their work is analysed in terms ofcommunities of practice and actor networks. These perspectives help to identify the ‘socilities’ ofpeople and technologies and of the relationships between them. They help to distinguish differentforms of cooperation with differing support needs, opportunities and vulnerabilities. They inform thedesign of technical support, the assessment of outcomes, and the design of further solutions, in acycle of ‘situated experimentation’.
keywords Actor-Networks; Bricolage; Communities of Practice; CSCW; Ethnography; Participatory Design
series other
email
last changed 2002/07/07 16:01

_id 6473
authors Caneparo, Luca and Robiglio, Matteo
year 2001
title Evolutionary Automata for Suburban Form Simulation
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 767-780
summary The paper outlines a research project to develop a dynamic simulation of suburbanization processes. The approach to simulating suburban form relies on modelling different interacting processes on various scales. Two layered models are implemented, the Socio-Economic and Zoning model and the Suburban Form model, respectively by means of cellular automata and genetic programming. The Socio-Economic and Zoning model simulates exogenous factors and endogenous processes of large-scale suburban dynamics. The model approximates the area by means of a rectangular grid to the scale of hundred meters. The Suburban Form model uses a smaller grid, to the scale of meters, and is three-dimensional. The resulting dynamic, 3D, fine-scale model will create scenarios of suburban growth, allowing evaluation of their consequences on built environment and landscape.
keywords Urban Morphology, Model Based Design Support System, Urban Design, Landscape, Genetic Programming, Cellular Automata
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 15:50

_id ga0117
id ga0117
authors Dupras, Martin and Bates-Brkljac, Nada
year 2001
title The Virtual Forest: Integrating VRML Worlds and Generative Music
source International Conference on Generative Art
summary The Virtual Forest is a VRML world representing an imaginary forest, with a real-time generated music soundtrack. This soundtrack is generated by an algorithm which responds via network messages to actions happening in the VRML world. The VRML model uses real-life data (elevation maps, aerial and landscape photography) from a real forest to model an imaginary forest area of approximately 3 square km. The forest has a small number of animated books which when touched, trigger 'state' changes in the sound producing algorithm to alter the mood of the soundtrack. This is achieved by sending URL messages to a PHP gateway which then informs a PD (Pure Data) program to change its internal state accordingly. The PD program uses stochastic processes to generate, manipulate and recycle (or feedback) a sound stream. To further enhance the user experience ofinteraction with the generative process, some sounds are also immediately triggered by the books; additionally, a short generative poem is also returned to the user, as the content of the relevant page in the virtual book.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0124
id ga0124
authors Feuerstein, Penny L.
year 2001
title Art In The Digital Age: Using Computer As An Expressive Tool
source International Conference on Generative Art
summary I use digital technology to visualize the theory that we experience any one moment in a "constant state of collage". I literally "scan" the moment, scanning objects such as rocks or paper, energy, and ideas into the computer to convert them to a new common language of binary numbers. After scanning, I work with digital tools to create generation, replication, and integration. These three attributes of the computer are used throughout my work. In this way the computer is used as an expressive tool to visualize the subconscious layering and relayering that occurs as the mind processes "experience" -that moment when the physical, intellectual, emotional and spiritual come together as one. I call this my "assemblage of the mind" with all that surrounds it. To illustrate this concept, I use software such as High Rez QFX or Photoshop to manipulate images of photographs drawings and paintings. I am exploring what happens to the gestural quality of the line or brushtroke when it has been maniplatedwith these digital tools. The manipulation of photography, drawings, paintings and found objects expresses a new reality that reflects this digital age.Digital imaging intensifies this reality because youhave the potential for infinite replications of the same image within one artwork. By making many reproductions it substitutes a plurality of copies for a unique existance. Using the generative tools, this plurality is taken a step further because it actually mimics our existance. Looking at Kasimir Malevich's painting, "basic Suprematist Element" inspired me to paint a brushstroke and transcend a photo of a landscape into it. By using transparency tools to integrate objects and photos with paintings, I want toconvey that the objective consciousness of an object is just as important as the subjective inner state of consciousness in experiencing reality. The irony is that my theory directly opposes Malevich's theories on Suprematism, yet it was Malevich who inspired me.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id bb4f
authors He, Jie and Tsou Jin-Yeu
year 2001
title GIS-based Visual Perception Analysis of Urban Natural Landscape for Urban Planning Supporting: A Case Study of Jinzishan Hill Region
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 505-510
doi https://doi.org/10.52842/conf.ecaade.2001.505
summary In this paper we present a GIS-based system prototype in evaluating visual perception quality of natural landscape within urban environment. Through a case study, we demonstrate the entire procedure which includes data modification, model making, viewshed and view sensibility analysis as well as design aiding presentation of this system. This system prototype offers a calculatable and visulizable technique to evaluate the visual quality of urban natural landscape in either actual situation or planning future. Furthermore, we collaborate with local professional organization in a real urban site study to preparing regional planning instruction items by means of this system.
keywords GIS, Urban Natural Landscape, Visual Perception, Viewshed, Jinzishan
series eCAADe
email
last changed 2022/06/07 07:49

_id d146
authors He, Jie
year 2001
title CAD Study in Visual Analysis of the Visual Sustainability for China Urban Natural Landscape Planning
source Chinese University of Hong Kong
summary In this thesis a GIS-based CAD system prototype of evaluating visual quality of urban natural landscape environment is presented. This prototype is an indispensable component of the integrative Visual Sustainability research, and offers a calculable and visualizable technique to urban visual natural landscape assessment. This scientific method provides precise data to estimate the visibility of natural landscape in urban construction actuality. Furthermore, it can also work out supporting information for maintaining and protecting valuable visual landscape resources in further planning. Introduction of this methodology intends to improve the natural landscape cooperation in China urban planning through visual protection. Combining with popular CAD software such as AutoCAD and Microstation, the research team uses ArcView GIS software and its 3D Analyst extension to accomplish a set of research procedure, which includes data modification, model making, viewshed and view sensibility analysis. In addition, this system can create simultaneous 3D scenes or hire other information media as reference tools for professional analysis, design consultation and intercommunication. The core technologies of this proposed system are viewshed calculation and overlay analysis. In viewshed analysis, human visual characteristics are simulated by a series of ergonomics parameters of viewpoints. Viewshed of each viewpoint can be calculated into vector data and mapped by polygons identifying which region is visible and which is not. Overlay function of the proposed system is used in visual sensibility analysis to achieve the division of higher visual sensible area which indicates the common visible area from different viewpoints. Additionally, viewshed maps and visual sensibility results can add more information to mark out the areas that can satisfy certain visual parameters such as appropriate visual angle or visual distance. These overlaying results can visualized the visible areas into hierarchical visual perception quality categories in order to define the visual landscape significance of particular planning regions. A case study was operated to evaluate this system. The case is in Zhongshan city, Guangdong Province of China. Jinzishan hill region is the study site that picked by collaborating discussion of research team and the local government. It is located on the edge of urban built-up area. Jinzishan massif is the prominent landscape element of the surrounding environment. There are three topics in Jinzishan visual perception in this paper. The first topic is the visual quality evaluation of the intersections of its surrounding road system. The second is the integrated visual perception of two main roads called Qiwandao and Bo’ailu. Finally is the analysis of the hill skyline visual quality in surrounding area. The analysis results in GIS vector data can be converted into popular data format and combined with other spatial information for practical application. And comments for future urban planning are collected and analyzed by professional responses to the computer-generated information investigation.
keywords Natural Landscaping; Computer-Aided Design; Landscape Architecture; City Planning; Geographic Information Systems
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
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. 230-241
doi https://doi.org/10.52842/conf.acadia.2001.230
summary Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place-like principles. Making places for human inhabitation is, of course, what architects, landscape architects, town planners, and interior designers have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they have adopted the woefully inadequate ‘document metaphor’: instead of ‘web-places’ we find ‘web-pages.’ 3D environments that closely mimic physical space are not much better suited for making Cyber-places: they are, by and large, devoid of essential characteristics that make a ‘place’ different from a mere ‘space,’ and only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a space rather than as means of communication, there will be a growing need to design it according to place-making principles rather than document-making ones. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
keywords Place, Internet, Cyberspace
series ACADIA
email
last changed 2022/06/07 07:52

_id 360e
authors Mahdjoubi, Lamine and Wiltshire, John
year 2001
title Towards a framework for evaluation of computer visual simulations in environmental design
source Design Studies 22 (2) (2001) pp. 193-209
summary Research has been conducted into the assessment of visual simulation as a credible method for predicting future environments, especially in building and landscape evaluation. Despite this work a conceptual framework to guide research and practice in this field has not been developed. The recent and increasingly widespread use of computer simulation in design has created an urgent need to develop a conceptual framework which can test prevailing assumptions and provide the basis for the development of an accepted theory in the field. This paper proposes such a framework, and identifies and relates the significant variables, which impact upon the application of visual simulation in an environmental design, task-orientated context.
series journal paper
last changed 2003/05/15 21:45

_id 7893
authors Woodbury, R.F., Wyeld, Th.G., Shannon, S.J., Roberts, I.W., Radford, A., Burry, M., Skates, H., Ham, J. and Datta, S.
year 2001
title The Summer Games
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 293-297
doi https://doi.org/10.52842/conf.ecaade.2001.293
summary As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games. This paper discusses six topical areas: – what is a game; – specific goals of the summer games; – the structure of a game; – the game-making process; – key findings from the production unit; and – future directions.
keywords Reflection-In-Action, Design Making, Game Container, Collections, Meta-Cases, Data Repository
series eCAADe
email
last changed 2022/06/07 07:57

_id cf2003_m_026
id cf2003_m_026
authors WYELD, Theodor G.
year 2003
title An Object Server System for 3D Digital Design Collaboration
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 235-248
summary Moving through and between computer generated 3D objects we experience a 'virtual world'. Virtual Worlds have created a dream-like landscape. They also have facilitated a paradigm shift for architects working with CAD tools where they now desire to “design three-dimensional spaces in an immersed way” (Strehlke and Engeli 2001). Architects are already working in computer-moderated collaborative networked organisations. A 3D Virtual World offers a different kind of collaboration. To understand how architects might design in an 'immersed way', three experiments are described. The experiments attempt to investigate how participants experience the 3D spaces within which they collaborated. In particular, the last experiment makes use of 'shared objects' in the scene. The software chosen to create these Virtual Worlds was VRML and JAVA due to their flexibility and rapid prototyping. Where VRML differs from most CAD languages is in its openness. This paper describes an object sharing client-server architecture based on a simple multi-user system providing navigation in CosmoPlayer 2.11 ported through Netscape. The Object Server System allows multiple clients, as avatars, and objects to be manipulated in a 3D Virtual World. The system updates the transforms of the objects explicitly allowing their transform values to be shared across multiple browser sessions.
keywords collaboration, multi-user, object sharing
series CAAD Futures
last changed 2003/09/22 12:21

_id af65
authors Akleman, E., Chen, J. and Sirinivasan, V.
year 2001
title An Interactive Shape Modeling System for Robust Design of Functional 3D Shapes
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. 248-257
doi https://doi.org/10.52842/conf.acadia.2001.248
summary In Architecture, it is essential to design functional and topologically complicated 3D shapes (i.e. shapes with many holes, columns and handles). In this paper, we present a robust and interactive system for the design of functional and topologically complicated 3D shapes. Users of our system can easily change topology (i.e. they can create and delete holes and handles, connect and disconnect surfaces). Our system also provide smoothing operations (subdivision schemes) to create smooth surfaces. Moreover, the system provides automatic texture mapping during topology and smoothing operations. We also present new design approaches with the new modeling system. The new design approaches include blending surfaces, construction of crusts and opening holes on these crusts.
keywords Modeling, Shape Design, Sculpting, Computer Aided Geometric Design
series ACADIA
email
last changed 2022/06/07 07:54

_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 7c56
authors Alvarado, R.G., Parra Marquez, J.C. and Vildosola, G.V.
year 2001
title Qualitative contribution of a vr-system to architectural design: Why we failed?
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. 423-427
doi https://doi.org/10.52842/conf.caadria.2001.423
summary The paper exposes the development of a Virtual-Reality system for modeling timber structures, and evaluations with students about its contribution to the architectural project.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 5cf4
id 5cf4
authors Barrionuevo, Luis F.
year 2004
title LOS "SPIROSPACES"
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 179-187.
summary This paper deals with “Spirospaces”. These are a conversion to the third dimension of the two dimensional geometric entities called “Spirolaterals”.

Abelson, Harold, diSessa and Andera (1968) gave the first rules concerning Spirolaterals. To obtain a Spirolateral from a set of straight lines, the first of them must be one unit long and the following must be incremented one unit at each step, at the same time that they turn in a constant direction. Odds (1973) establish the variation of the rotation direction, either to the left or the right. However, he did not give a mathematical relation able to calculate open Spirolaterals. Krawczyk (2001) developed a computer program that generates Spirolaterals following the method suggested by Abelson. These are Spirolaterals obtained by enumeration without a predictive mathematical formula. Krawczyc went farther proposing Spirolaterals based in curved lines. He pointed out that there are a variety of spirolateral forms that have architectural potentiality. Following this, the architectural potentiality of Spirolaterals is the basis of this paper.

To take advantage of that potentiality a computer program was implemented to generate spatial configurations based in Spirolaterals. When a third dimension is given to the Spirolaterals they become Spirospaces. These new entities need spatial and design parameters to be useful for architectural purposes. Barrionuevo and Borsetti (2001) gave results about that work establishing the concept of Spirospaces.

The aim of this paper is to describe a work directed to improve rules and procedures concerning Spirospaces. It is expected that these procedures governed by the proposed rules can be employed as tools during the early steps in the architectural design process.

In this work some aspects concerning Spirospaces are considered. First, Spirolaterals are presented as the predecessors of Spirospaces. Second, Spirospaces are defined, together with their structural parameters. Architectural modeling is studied at the light of two special elements of the Spirospaces: Interstitial spaces and Object spaces. Next, a computer program is presented as the appropriate tool to model configurations having architectural potentiality. Finally, the results obtained running the computer program are analyzed to determine their possible use as architectural forms. Several graphic illustrations are presented showing steps going from the exploration of spatial alternatives to the selection of a specific configuration to be developed.

It is expected that the described computer program could be employed as a design aid tool. As the operation of the program generates a variety of spaces able to dwell architectural objects, it eases the search of configurations suitable to specific functions. The results obtained have the possibility of being exported to computer graphic applications able to add materials, lights and cameras.

keywords Spirolaterals, Spirospaces, architectural spaces, interstitial spaces, objectual spaces
series other
type normal paper
email
last changed 2005/04/07 15:34

_id e4e6
authors Batty, M., Dodge, M., Doyle, S. and Smith, A.
year 2001
title Modelling virtual urban environments
summary Contributed by Jose Ripper Kós (josekos@ufrj.br)
keywords 3D City modeling
series other
more http://www.casa.ucl.ac.uk/modelvue.pdf
last changed 2001/06/04 20:27

_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

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