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 712

_id 3322
authors Klinger, Kevin R.
year 2001
title Making Digital Architecture: Historical, Formal, and Structural Implications of Computer Controlled Fabrication and Expressive Form
doi https://doi.org/10.52842/conf.ecaade.2001.239
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 239-244
summary Digital output from computer modeling represents a significant new method for visualization and fabrication of architecture. The ability to move directly from three-dimensional modeling to real three-dimensional output challenges the need for traditional means of representation such as plan, section, etc. Moreover, the necessity for conversion of architectural intentions into a code (construction documents, shop drawings, etc.) to be translated by the contractor will also be tested with these new potentials in fabrication. This subjugation of traditional forms of representation and fabrication has serious implications for architectural design process and production. The intention of this paper is to scrutinize underlying issues inherent in a design process of developing architectural solutions using the computer both as a tool for threedimensional visualization as well as for guiding three-dimensional fabrication. Precedent of historic expressive architectural form (seen through the lens of fabrication) will be presented to lay the foundation for the examination of new fabrication techniques and structural concerns for computer generated expressive forms. A series of rapid prototype studies from a digital architecture seminar will also be analyzed to outline the need for developing visualization/fabrication process ideas and research into methods for making digital architecture.
keywords Expressive Form, Digital Visualization, Digital Fabrication, Rapid Prototyping, Five-Axis Milling
series eCAADe
email
last changed 2022/06/07 07:51

_id 96ec
authors Krawczyk, Robert J.
year 2001
title The Art of Spirolaterals
doi https://doi.org/10.52842/conf.acadia.2001.408
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. 408-409
summary The web site includes a series of images which is part of a larger set investigating the formation of two-dimensional designs leading to three-dimensional architectural forms using basic mathematical concepts. While investigating fractals and space curves, a mathematical figure called a "spirolateral" was encountered. A spirolateral is based on a square spiral with increasing length of turns and the turns repeating themselves. The turns can be all in one direction or certain turns can go the opposite direction. Angles other than 90 degrees can be used. The most interesting of these are ones that close on themselves, not all do. Investigating a series of possible turning angles, number of turns, number of repeats, and trying all revered turns, I identified over 10,000 spirolaterals that closed. This web site displays over 300 such spirolateral designs. In addition to investigating spirolaterals composed of straight lines, a series was developed that curves them. These designs are based on spirolaterals that are curved by antiMercator, circular, and inversion transformations. Figure 1 displays the 460 spirolateral, 4 turns at 60 degrees. Figure 2 and 3 display the same spirolateral with the antiMercator and Circular transformations applied. This web site includes galleries displaying the great variety of spirolaterals, interactive JAVA routines to display a series of spirolaterals, as well as, developing your own design, a technical description of spirolaterals, and the data for all the displayed images. My overall interest is to investigate methods that can develop forms that are in one sense predictable, but have the strong element to generate the unexpected. Using custom software enables an approach that allows variations to be investigated in a repeatable way, this enabling me to fine tune an idea by repetition and experimentation.
series ACADIA
email
last changed 2022/06/07 07:51

_id 4664
authors Russell, Peter
year 2001
title Visualising Non-Visual Building Information
doi https://doi.org/10.52842/conf.ecaade.2001.546
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 546-551
summary Architecture can be understood as a process and as an object. In both forms, it consists of a complex of mass, monetary, energy and information flows that occur over time scales ranging from hours and days to centuries. The parts or elements making up buildings and the processes involved in producing, maintaining, using and disposing of them are highly intertwined and multi-dimensional. The field of Architecture can range from complete building stocks down to individual buildings, their elements, and the materials and processes making up these elements. What is more, it is also necessary to introduce time as a dimension in order to model the complete life cycle of buildings. Current CAD systems concentrate primarily on the replication of the traditional drawing process (sometimes in three dimensions) and the visualisation of the finished building. While these models describe the geometry and visual appearance of buildings, the bulk of the information about the building remains unseen. Recently developed systems such as the German LEGOE system have combined a materials database with specification and CAD systems, which allows for a more comprehensive description of the building. However, this additional information is displayed either rudimentarily or as lists of numbers. The information describing the position or visual quality of building elements is, in fact, minuscule in comparison to that describing the properties of the materials involved, their production methods, the energy needed to produce, transport and install the elements, and information concerning toxicology and environmental issues. What is more, these materials are not simply in situ, but can be considered to flow through the building. These flows also occur at widely varying rates according to the type of material and the type of building. The view is taken that buildings are actually temporary repositories of various “flows” which occupy the building during its lifetime. Thus seen, the various aspects of a building at a certain stage of its life are taken to be the total sum of its inputs and outputs at any given time. Currently, its complexity and the lack of cognitive assistance in its presentation limit the understanding of this information. The author postulates that to better understand this information, visual displays of this “non-visual” building information are needed, at least for those who, like architects, are more visually inclined. The paper describes attempts made to go beyond conventional two-dimensional charts, which have tended to only complicate understanding. This is partly due to the need to display a high number of dimensions in one space. Examples are shown of experimental visual displays using three-dimensional graphs created in VRML as well as a “remodelling” of the building based on statistical rather than spatial information to form a building “artefact”. The remodelled artefacts are based on a null-value three-dimensional form and are then modified according to the specific database information without changing their topology. These artefacts are initially somewhat idiosyncratic, but become more useful when a large enough population has been created. With sufficient numbers, it is possible to compare and classify the artefacts according to their visually discernible attributes. The classification of the artefacts is useful in understanding building types independent of their formal “architectural” or spatial qualities, particularly with age-use-classes. The paper also describes initial attempts to create building information landscapes that unfold from the artefacts allowing detailed views of the summarised information displayed by the individual artefacts.
keywords Building Information, Visualisation, VRML, Life Cycle Analysis
series eCAADe
email
last changed 2022/06/07 07:56

_id 5bcd
authors Rügemer, Jörg
year 2001
title Computer Generated Architectural Design: 160 custom-made Architectural data flow from schematic design into Computer Aided Manufacturing
doi https://doi.org/10.52842/conf.ecaade.2001.288
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 288-292
summary The paper constitutes the introduction of a new approach into architectural design methods at the Institute for Architectural Design and CAD. It describes the experience with regard to the learning process and explains the design studio experiment ‘160 custom-made’. The design method has been developed from different actual building procedures. ‘160 custom-made’ provokes the contradiction between a modernistic architectural approach (industrialized parts and series manufacturing) and computer based design and manufacturing processes which promise the realization of almost every imaginable architectural shape at no extra cost. The students visited several Companies in Germany, Switzerland and Austria, who demonstrated state-of-the-art-technology-manufacturing methods on various materials. This Computer Aided Manufacturing (CAM) process then became the basis for discovering a new way to speculate about solutions to a design problem. The project was described into computer aided modeling starting early in the design. In the beginning participants were asked to design an object using terms, images and ideas, entirely detached from architectural thinking and without the knowledge of the actual architectural goal. ‘Maya’, a three-dimensional modeling software, was introduced at the same time, which allowed participants to translate the analog data of their models into a digital model description. In the last project phase this knowledge was used to visualize the models with the computer; a programmatic task was added to the design as the students proceeded with the further development stages of the project. The group searched for ways to translate the produced data structures and to drive the Computer Aided Manufacturing (CAM) process. The easy building of quick models with this technology proved to be more difficult than expected. ‘160 custom-made’ participants were confronted with an entirely new method of designing due to the unusual procedures needed to handle digital data information in order to receive the desired output.
keywords Computer Aided Manufacturing, Rapid Prototyping, Design Education, Digital Design Development, Data Structures
series eCAADe
email
last changed 2022/06/07 07:56

_id ac8e
authors Schiller, Inge and Ferschin, Peter
year 2001
title Planning.under.ground a concept and three dimensional visualization as part of the planning process of the underground city labin, croatia
source CORP 2001, Vienna, pp. 211-214
summary Urban agglomerations in the world metropolis demand new solutions to face the economical, social, ecological and physicalproblems. Many ideas concentrate mainly to above ground to either vertical and/or horizontal extension in the cities, with higherskyskrapers or even cities in the ocean.But what about using underground space?Fighting with the attributes of unpleasent surrounding, images of darkness, dampness and sickness, a lot of people don‘t feelsympathy for living underground. But the concept to live in depth, caves, catacombs or even cities below the surface is pretty old.Supported by literary and mystic traditions like travel to the underworld, a vision is initiated, to think more about these possibilitiesand a new direction of thinking for planners. The advantages of using the underground are obvious. In metropolitan cities inNetherlands, Israel or Japan, which have to face growing population, agricultural as well as open green spaces have to be protected.With the immense population growth, costs of land use increase and the climate in the cities deteriorates.The transfer of the essential utilization below ground surface can help to reduce the visual impacts of big cities, as well as preserveand create open green spaces and change the image of modern cities.Especially in Japan there is an increasing interest in going underground. The idea to build a whole city in an abandoned coalminehowever is new.In this specific case, the underground city is planned to be realized 200m below the surface in the abandoned tunnels of the formercoalmine in Labin, Croatia. An underground city with all the amenities of a city above ground, but with a completely new characterand atmosphere, which could be just artificially created above ground. Realized under the city of Labin, which has to fight against thehighest unemployment rate in the whole region of Istria.The visualization methods used in this project do not aim to communicate a detailed concept, but tend towards a virtual travelthrough a city in a mine, with its qualities, possibilities as well as limitations which will lead to a completely new direction ofcreating ideas for planning.
series other
email
more www.corp.at
last changed 2002/12/19 12:18

_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 159e
authors Snyder, Alison B. and Paley, Samuel M.
year 2001
title Experiencing an Ancient Assyrian Palace: Methods for a Reconstruction
doi https://doi.org/10.52842/conf.acadia.2001.062
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. 062-075
summary The various forms of two and three-dimensional applications of Computer- Aided Design provide methods for analyzing, seeing, and presenting newly realized design work. It can be used to re-create building spaces unseen since their collapse centuries ago. In our project we blur the lines between the design of new architectural spaces and the re-conception of ancient spaces, thus merging the fields of architecture and archaeology using digital technology. Archaeologists and Architects are interested in similar goals concerning the depiction of space and form but archaeologists must deduce from historical, cultural and social comparisons as well as actual excavated remains. Our project is reconstructing the 9th-century BCE Palace of Ashurnasirpal II situated in Iraq. Though much of the palace has been excavated its architecture and full artistic program will never again be fully realized. Attempting to visualize partially preserved archaeological sites depends upon deductive reasoning, empirical wisdom and sound research. By modeling digitally and using “real-time” Java-based programming, the researchers have learned more quickly about the building than through traditional flat plans, cross-sections, drawn perspectives and constructed models. We are able to “inhabit” specific interior and exterior spaces in ways not possible before. Using the tools of digital archaeology allows a myriad of educational possibilities for the scholar, student or layperson.
keywords Architecture, Archaeology; Reconstruction; Web, VR
series ACADIA
email
last changed 2022/06/07 07:56

_id 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_id 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
doi https://doi.org/10.52842/conf.ecaade.2001.263
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
summary This paper presents a recently finished course of eight weeks where CAAD skills, design methodology, and architectural theory are combined to discuss possible perspectives on the use of the computer in design, and its influence on architecture. In the course, three contemporary architects were studied; Peter Eisenman, Ben van Berkel, and Greg Lynn. Each was discussed on aspects of ontology (which are the elements of discourse), design method (design process and organization of the process), and the use of the computer (techniques and approaches). These were linked with design theory, architectural theory, and CAD-theory. The reflection on the work of the architects resulted in a number of design methods for each architect. The design methods were adapted to the available technologies in the university as well as to the scope of the exercise, since the period of eight weeks for an exercise cannot compete with design processes in practice that take many participants and much time. The students then applied the design methods to a design task: student housing and an exhibition pavilion on the campus area of the university. The task was so devised, that students could focus on either architectural or urban design level with one of the design methods. Also, the choice of architects and accompanying design methods was made in such a way that students with low, medium, and advanced computer skills could take part in the course and exercise. In a workshop held at the Czech Technical University (CVUT) in Prague, the same procedure was used in a one-week period for a different design task, but in an otherwise almost identical setting with respect to the CAAD software used. The methods and material were easily transferred to the other setting. The students were able to cope with the task and produced surprising results in the short time span available. The paper will provide an overview of the course, discuss the pedagogical implications of the work, and discuss how this particular work can be generalized to incorporate other architects and approaches.
keywords CAAD: Design Methods, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:54

_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 36f5
authors Burry, M., Burry, J. and Faulí, J.
year 2001
title Sagrada Família Rosassa: Global Computeraided Dialogue between Designer and Craftsperson (Overcoming Differences in Age, Time and Distance)
doi https://doi.org/10.52842/conf.acadia.2001.076
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. 076-086
summary The rose window (‘rosassa’ in Catalan) recently completed between the two groups of towers that make up the Passion Façade of Gaudí’s Sagrada Família Church in Barcelona measures eight metres wide and thirty-five metres in height [Figure 1]. There were four phases to the design based in three distinct geographical locations. The design was undertaken on site, design description in Australia some eighteen thousand kilometres distant, stone-cutting a thousand kilometres distant in Galicia, with the completion of the window in March 2001. The entire undertaking was achieved within a timeframe of fifteen months from the first design sketch. Within this relatively short period, the entire team achieved a new marriage between architecture and construction, a broader relationship between time-honoured craft technique with high technology, and evidence of leading the way in trans-global collaboration via the Internet. Together the various members of the project team combined to demonstrate that the technical office on site at the Sagrada Família Church now has the capacity to use ‘just-in-time’ project management in order to increase efficiency. The processes and dialogues developed help transcend the tyranny of distance, the difficult relationship between traditional craft based technique and innovative digitally enhanced production methods, and the three generational age differences between the youngest and more senior team members.
keywords Digital Practice, Global Collaboration, Rapid Prototyping
series ACADIA
email
last changed 2022/06/07 07:54

_id 5eb9
authors Gröhn, M., Mantere, M., Savioja, L. and Takala, T.
year 2001
title Background screens on three walls and floor. The stereoscopic 3D Visualization of Building Services in Virtual Environment
doi https://doi.org/10.52842/conf.ecaade.2001.523
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 523-528
summary In currently on-going project we develop methods and techniques for visualizing building services in our virtual room. At first we have established a conversion and transmission path from contractors’ lighting modeling software to virtual environment software. Secondly we have visualized air flow data in a photo-realistic room in such a way that a nonspecialist can easily understand the behavior of air flow. Thirdly we have developed navigation techniques which allow an arbitrary visitor to explore the model without guidance.
keywords Virtual Environment, Building Services, Flow Visualization, Interaction Techniques
series eCAADe
email
last changed 2022/06/07 07:51

_id 17ba
authors Koutamanis, Alexander
year 2001
title Fuzzy Modeling of Floor Plan Layout
doi https://doi.org/10.52842/conf.acadia.2001.314
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. 314-321
summary Fuzzy modeling provides methods and techniques for qualifying and quantifying imprecise and uncertain information. The main advantages of fuzzy design representation are fluency, abstraction and continuity, at a level similar to that of analogue techniques, as well as the possibility of local autonomy, i.e. segmentation of a representation into self-regulating and cooperating components. The paper investigates the applicability of fuzziness to digital architectural sketching of floor plan layouts. Based on an analysis of the paradigmatic dimension in analogue floor plan sketches three alternative forms are proposed: (1) Canonical objects with tolerances, (2) objects described by minimal and maximal values, and (3) point sets which decompose the form of an object into a number of discrete, autonomous particles that describe the object by their position and spatial or structural relationships.
keywords Representation, Sketching, Floor Plan, Fuzziness
series ACADIA
email
last changed 2022/06/07 07:51

_id a43f
authors Krawczyk, Robert J.
year 2001
title The art of spirolateral reversals
source Journal of Mathematics & Design, V. W. Spinadel, Centre of Mathematics & Design, Facultad de Arquitectura, Diseño y Urbanismo; Universidad de Buenos Aires. Ciudad Universitaria. M&D Editorial Board. Buenos Aires. March 2001
summary This paper continues an investigation into spirolaterals as geometry to generate artistic forms of unexpected complexity and beauty. This particular phase will concern the two dimensional representations of spirolaterals and its forms based on reversals of turns. Using mathematical and computer-based methods, issues of closure, variation, enumeration, and predictictability are discussed. The overriding interest in this research is to develop methods and procedures to investigate geometry for the purpose of inspiration for new architectural and sculptural forms.
series journal paper
email
last changed 2003/04/23 15:50

_id 9de9
authors Laakso, Mikko
year 2001
title Practical Navigation in Virtual Architectural Environments
source Helsinki University of Technology, Espoo, Finland
summary The interest towards virtual reality (VR) and virtual environments (VE) is growing all the time. The applications being developed for VE run a wide spectrum, from games to business planning. This thesis concentrates on navigation in virtual architectural environments, movement in worlds that are very similar to our own. Navigation in a virtual world should be practical, intuitive and simple. Unfortunately, it is very often far from that - for some reason the usability issues in VEs have been usually left with little attention. Currently it is easy for a user to get lost and disoriented when traveling in a VE. This situation must change, navigating through virtual environments can no longer be considered a task reserved for the experts only. 3D-worlds and architectural applications for the common user require new, intuitive interface techniques. This thesis addresses issues related to both physical and cognitive aspects of navigation as well as theoretical models that bind them together. In the technology survey of this thesis, the virtual environment technology is presented. Different visual display systems, new input devices and some 3D user interface design aspects are described. The literature survey section discusses the main issues concerning navigation theory. The two parts of navigation, travel and wayfinding, are described in detail. The major challenges are discussed and some solutions and various research results are presented. A major part of the thesis consists of the description of HCNav, a new navigation system developed by the author. The system was constructed for use in the virtual room at Helsinki University of Technology. The purpose of HCNav is to provide a very intuitive and practical navigation interface. Three new experimental input devices, namely custom wand, data glove and speech recognition system, were tested. Another important part of the work is to evaluate the effectiveness of the HCNav system. A usability test was conducted to determine if the use of HCNav was actually improving navigation performance. Twelve subjects participated in a test where HCNav was compared with a traditional navigation software used previously in the virtual room. The experiment setup has been described and the results analyzed. The results are promising and show that the navigation methods adopted in HCNav are clearly better.
keywords Virtual Environments, Navigation, Usability
series thesis:MSc
last changed 2003/02/12 22:37

_id 3220
authors Lartigue, C. Thiebaut, F. and Maekawa, T.
year 2001
title CNC tool path in terms of B-spline curves
source Computer-Aided Design, Vol. 33 (4) (2001) pp. 307-319
summary We present an accurate and efficient method to generate a CNC tool path for a smooth free-form surface in terms of planar cubic B-spline curves which will be fed into afree-form curve interpolator. We assume the use of a three-axis CNC machine tool with a ball end-mill cutter. We first interpolate break points, which are generated bycomputing the offset surface-driving plane intersection curve reflecting the curvature, by a planar cubic B-spline curve. We then evaluate the maximum scallop height alonga scallop curve by computing the stationary points of the distance function between the scallop curve and the design surface. Furthermore, we compute the maximum pickfeed such that the maximum scallop height along a scallop curve coincides with the prescribed tolerance. Illustrative examples show the substantial improvements this methodachieves over conventional methods where the tool path consists of linear or circular paths.
keywords Free-Form Curve Interpolator, CNC Machine Tool, Pick Feed, Scallop Height, Tool Path, Offset Surface
series journal paper
email
last changed 2003/05/15 21:33

_id 02bb
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2001
title THREE-D MAZE: GETTING LOST IN VIRTUAL REALITY
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 145-147
summary Virtual Environments (VE) influence design processes increasingly. We investigate the outcome of creation, interpretation and communication of architectural design, by using a three-dimensional (3D) maze together with text-based communication in a series of collaborative design experiments. The goal of our study was to identify how designers use and communicate design ideas by using VEs versa conventional methods of two-dimensional representations such as paper and pen. We developed a 3D-maze tool and set-up a series of experiments, including navigation- and perception-challenges, transcription of design, remote communication between design partners and controlled observations. We discuss how architects collaborate with partners and communicate their proposals in VE compared to actions in paper environments.
series SIGRADI
email
last changed 2016/03/10 09:59

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

_id 174f
authors Bakker, N.H.
year 2001
title Spatial Orientation in Virtual Environments
source Delft University of Technology
summary Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use these three-dimensional interfaces for finding and retrieving information, the user must be able to spatially orient themselves. Different types of VE technology are available for navigating in these VEs, and different types of navigation can be enabled. A choice has to be made between the different options to enable good spatial orientation of the user. There are two main types of VE interfaces: an immersive interface that provides rich sensory feedback to the user when moving around in the VE, and a non-immersive interface that provides only visual feedback to the user when moving around in the VE. Furthermore, navigation through the VE can either be continuous providing fluent motion, or can be discontinuous which means that the viewpoint is displaced instantaneously over a large distance. To provide insight into the possible effects of these options a series of nine experiments was carried out. In the experiments the quality of spatial orientation behaviour of test subjects is measured while using the different types of interface and the different types of navigation. The results of the experiments indicate that immersive navigation improves the perception of displacement through the VE, which in turn aids the acquisition of spatial knowledge. However, as soon as the spatial layout of the VE is learned the two types of navigation interface do not lead to differences in spatial orientation performance. A discontinuous displacement leads to temporary disorientation, which will hinder the acquisition of spatial knowledge. The type of discontinuous displacements has an effect on the time needed for anticipation. The disorienting effects of a discontinuous displacement can be compensated for by enabling cognitive anticipation to the destination of the displacement. These results suggest that immersive navigation might only be beneficial for application domains in which new spatial layouts have to be learned every time or in domains where the primary users are novices. For instance, in training firemen to teach them the layout of new buildings with VE, or in using architectural walkthroughs in VE to show new building designs to potential buyers. Discontinuous movement should not be allowed when exploring a new environment. Once the environment is learned and if fast displacement is essential then discontinuous displacement should be preferred. In this case, the interface designer must make sure that information is provided about the destination of a discontinuous displacement.
series thesis:PhD
last changed 2003/11/21 15:16

_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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