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 716

_id avocaad_2001_06
id avocaad_2001_06
authors Giovanni De Paoli
year 2001
title Architectural design and procedural models - A radical change of language to design in architecture
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 history of architecture and its teaching clearly reveal how representations of the image and drawing have changed over centuries. Today, computers are increasingly found at the desks of architecture professionals and students, but their usage remains restricted to technical functions and what is commonly known as CAD (computer-assisted design), in architecture is often simply the other CAD (computer-assisted drawing).This presentation deals with architectural design, particularly at its earliest stage. Our objective is to propose a model for describing the architectural concept that meets the needs of architects through software. Only then will they really be able to use computers as an aid to design by overcoming the obstacles that presently keep us from making full use of them.This has led me to propose an avenue of exploration that examines projection through an object’s properties, and a method of computer-assisted design that makes use of procedural models. These procedural models consist of geometric operators and operators that define the properties, characteristics and performance of a building — operators which I have termed “semantic”.This research fits into a paradigm that leads to representation of the building through functions that can be called with parameters and encapsuled in an algorithm, making it possible to create procedural models that assist with the design. This approach opens up a means of integrating the logos with the figurative representation where drawing is used instead of words to convey the architectural concept.The example of a procedural model shows how we can use a generic model to produce a volume model with all the characteristics belonging to the same family of objects. This type of model can serve not only to illustrate the result of a process, or to draw connections among buildings on the basis of their construction process, or to test the validity of a rule typical of a set of objects, but also to integrate, through a functional language, semantic operators which to date have been excluded from the initial design phase. This descriptive mechanism is extremely powerful in making it possible to establish relationships among the functions and properties of a building and the purpose of the architectural project.The scientific contribution of this research is to test the hypothesis that we can use computer tools to manipulate operators which enable the architect to reappropriate a complex design of the building, and open up new lines of investigation into integrating geometric and knowledge-based systems into a unified representation. The declarative approach for creating three-dimensional scenes fits into this perspective.It is now a matter of exploring the possibility of working on a “common morphology” shared by everyone involved in the design process by rewriting the functions or by converting the functions used for representation, or else through a functional dialect (language) that allows for dialectic relationships among all types of operators and the actions of the protagonists in the architectural design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 355e
authors Kim, M., Cho, S., Lee, S. and Yoon, C.
year 2001
title A 3D documentation system for the korean traditional wooden structure
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. 469-477
doi https://doi.org/10.52842/conf.caadria.2001.469
summary A Korean traditional wooden structure is constructed under specific rules of assembly and proportion. Thus, the geometric dimensions of a wooden component as well as the proportional relations between the components can be parameterized. This paper will propose a new documentation system of Korean traditional wooden architecture using ObjectARX.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 9057
authors Knight, M., Bandyopadhyay, S., Berridge, P. and Brown, A.
year 2001
title Digital Hindcasting - Critical Analysis through Virtual Reconstruction
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 529-533
doi https://doi.org/10.52842/conf.ecaade.2001.529
summary Manah is an abandoned oasis settlement in Oman. During what is termed the “Golden period” in the region’s cultural development the settlement became on of the most important cultural centres of the interior. For a long period Manah stood as the seat of learning in sciences and arts. A current project is underway to establish, as far as possible, how the settlement evolved; how tribal, cultural, religious and social factors impinged on Manah as it grew over the years. The work described here is directed as applying computational methods to augment the analysis and critical review of that evolution. We are aiming to explain the evolutionary process using computer mediated techniques, working backwards from the current state, to the inception of the settlement; hence the term Digital Hindcasting.
keywords Reconstruction, Critical Analysis, Settlements
series eCAADe
email
last changed 2022/06/07 07:51

_id 4b5f
authors Pang, King Wah
year 2001
title A Process planning and Optimization System for Laminated Object Manufacturing Application
source Hong Kong University of Schience and Technology (People’s Republic of China)
summary Rapid Prototyping (RP) technologies have emerged as a powerful set of manufacturing technologies in recent years. While these technologies invariably provide tremendous time-savings over traditional methods of manufacture of design prototypes, many are still quite inefficient. This thesis examines two ideas; first, that these processes can be optimized greatly by using better process planning; second, that several of these RP technologies use similar core planning technologies for optimization. The first hypothesis is verified in this thesis by presenting an improved process planning system for one RP technology, Laminated Object Manufacturing (LOM). The framework proposes the use of computational geometry and optimization tools at two levels to reduce process time and material wastage. Geometric techniques are used for process planning at the 3D part level. A genetic algorithm (GA) based path optimization technique is used for path planning optimization at the layer level. The second observation led to the development of an open architecture planning system for a host of RP technologies. A test-bed software system is described in this thesis. Evaluation on the performance of the new methodology is also provided. The methodologies developed can work equally well with the current industry standard STL format for storing object CAD data as well as direct slice data computed from the exact solid model of a part.
keywords Industrial Engineering; Mechanical Engineering
series thesis:PhD
last changed 2003/02/12 22:37

_id 5166
authors Sass, Larry
year 2001
title Reconstructing Palladio’s Villas: A computational analysis of Palladio’s villa design and construction process
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. 212-226
doi https://doi.org/10.52842/conf.acadia.2001.212
summary This project is ongoing research focused on finding a method of reconstruction, using computational devices to build, represent and evaluate Palladio’s un-built villas in three-dimensions. The first of The Four Books of Architecture contains text and images explaining Palladio’s design and construction systems in the form of rules. These rules were written for masons and craftsmen of the 16th century, offering one and two-dimensional data on each of Palladio’s villas, palaces and churches. The Four Books offers a general treatment of the villas; however, it is missing most of the physical construction data needed to execute a full reconstruction of an un-built building. Many architects and historians have attempted to reconstruct Palladio’s work in drawings, wooden models and computer imagery. This project presents a new method of reconstruction through the definition of construction rules, in addition to shape and proportional rules defined by previous scholars. In also uses 3D printing and texture mapped renderings as design tools. This study uses the Villa Trissino in Meledo as a test case for the process. The end product is a presentation of a method for reconstruction in the form of a three-dimensional analysis of Palladio’s design and construction rules. The goal is to recreate all 24 of the villas found in the Four Books with the same method and rules as a demonstration of qualitative and quantitative input and output from a computational device.
keywords Palladio, Computer Modeling, 3D Printing, Computer Rendering
series ACADIA
email
last changed 2022/06/07 07:57

_id 8d50
authors Turk, Z., Cerovsek, T. and Martens, B.
year 2001
title The Topics of CAAD. A Machine's Perspective
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 547-560
summary Ontology of a scientific field typically includes a taxonomy that breaks up the field into several topics. The break-up is present in the organisation of information in books, libraries and on the Web. An on-line database of papers related to CAAD called CUMINCAD was created and it includes over 3000 papers with abstracts. They are available through the search interface - one knows an author or a keyword and can find the papers where such keyword or author's name appears. Alternative interface would be through browsing papers topic by topic. The papers, however, are not categorised. In this paper, we present the efforts to use the machine learning and data mining techniques to automatically group the papers into clusters and create a set of keywords that would label a cluster. The hypothesis was that an algorithm would create clusters of papers automatically and that the clusters would be similar to the groupings a human would have made. We investigated several algorithms for doing an analysis like that but were unable to prove the original hypothesis. We conclude that it requires more than objective statistical analysis of the words in abstracts to create an ontology of CAAD.
keywords CAAD, Machine Learning, Clustering, Pattern Recognition
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 7261
authors Seebohm, Thomas and Chan, Dean
year 2001
title The Design Space of Schematic Palladian Plans for Two Villa Topologies
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. 156-165
doi https://doi.org/10.52842/conf.acadia.2001.156
summary Given the plan topology for the layout of the rooms of a Palladian villa, we ask what is the design space of possible Palladian plans. What does this space look like in terms of dimensions and proportions? Two plan topologies are examined to throw some light on this question. One is that of the Villa Angarano while the other is that of the Villa Badoer. A Maple program was written for each topology to solve the equations for room proportions, to cycle through the possible proportional spacing of the underlying Tartan grid, and to plot out the possible plans in the design space. The programs eliminate from the design space those alternatives that violate basic Palladian constraints, such as no room having an aspect ration greater than 2:1, and such additional constraints that we and other authors have found. A selection of the plotted output of plans in the design space for each topology is presented as well as threedimensional plots showing the number of plan alternatives in different regions of the critical parameter space, namely, the length and aspect ratio of the plan. We believe that this is the first instance of enumerated Palladian plans which goes beyond topology to examine issues of dimension and proportion. One conclusion is that one cannot scale a Palladian plan topology to fit any set of overall dimensions.
keywords Palladio, Design Space, Villa, Plans, Rule-Based Generation
series ACADIA
email
last changed 2022/06/07 07:56

_id ga0132
id ga0132
authors Abe, Yoshiyuki
year 2001
title Beyond the math visualization - Geometrica and Stochastica
source International Conference on Generative Art
summary Mathematically controlled imaging process provides attractive results because of its infinite scaling capabilities with some other elements that contribute to the visualization. Its global/local and precise manipulation of parameters holds potential for realizing an unpredictable horizon of imagery. When it meets the artist's taste, this method could be a strong enough system of creation, and I have been producing images using the surfaces of hyperbolic paraboloid. On the other hand, a method absolutely free from the geometric parameter manipulation is possible with a stochastic process [1]. Like the technique of pendulum in photography, while its production rate of acceptable result is very low, its potential of generating a strong visual message is also very attractive. It is possible to set stochastic elements at any stage of the process, and conditional probability on those elements, or the hierarchy of probability management characterizes the probability distribution. Math space has no light. No gravity. No color on the math surfaces. And the math equation providesonly the boundary in 3D or higher mathematical dimensions. The fact means that artists can keep artistic reality with their unique tastes in colors on the surface and light sources, and this is the most important element of the math based imaging. Being able to give artists' own choice of colors and that the artist may take only right ones from the results of a stochastic process guarantee the motif and aesthetics of artist could be reflected onto the work.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
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 paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c39a
authors Ahumada Gallardo, N., López Morales, B., Mora Olate, M.L. and Muñoz, V.C.
year 2001
title MARCO ANTONIO DE LA PARRA COMO NARRADOR Y ENSAYISTA. MONOGRAFIA MULTIMEDIAL (Marco Antonio de la Parra as Narrator and Writer. Monography in Multimedia)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 268-270
summary The analysis of Marco Antonio de la Parra’s novels and essays from the discourse perspective, is the contents of an interdisciplinary work for modernizing and improving communicative possibilities of universitary thesis through multimedia. For the multimedia design, the main and most recent digital creating software for the graphic treatment of texts and images were analised, then the navigation system and screens were designed, difining backgrounds, texts, audio and video, besides buttons and hits. Results permit: 1. To present the contents in an easy access and transportation support, reducing production costs. 2. The offering of three communication supports: written text, audio and video. 3. Ostensibly improves universitary thesis and seminars quality.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_13
id avocaad_2001_13
authors Alexander Koutamanis
year 2001
title Modeling irregular and complex forms
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Computational technologies provide arguably the first real opportunity architectural design has had for a comprehensive description of built form. With the advent of affordable computer-aided design systems (including drafting, modeling, visualization and simulation tools), architects believe they can be in full control of geometric aspects and, through these, of a wide spectrum of other aspects that are implicit or explicit in the geometric representation. This belief is based primarily on the efficiency and effectiveness of computer systems, ranging from the richness and adaptability of geometric primitives to the utility of geometric representations in simulations of climatic aspects. Such capabilities support attempts to design and construct more irregular or otherwise complex forms. These fall under two main categories: (1) parsing of irregularity into elementary components, and (2) correlation of the form of a building with complex geometric structures.The first category takes advantage of the compactness and flexibility of computational representations in order to analyse the form of a design into basic elements, usually elementary geometric primitives. These are either arranged into simple, unconstrained configurations or related to each other by relationships that define e.g. parametric relative positioning or Boolean combinations. In both cases the result is a reduction of local complexity and an increase of implicit or explicit relationships, including the possibility of hierarchical structures.The second category attempts to correlate built form with constraints that derive usually from construction but can also be morphological. The correlation determines the applicability of complex geometric structures (minimally ruled surfaces) to the description of a design. The product of this application is generally variable in quality, depending upon the designer's grounding in geometry and his ability to integrate constraints from different aspects in the definition of the design's geometry.Both categories represent a potential leap forward but are also equally hampered by the rigidity of the implementation mechanisms upon which they rely heavily. The paper proposes an approach to making these mechanisms subordinate to the cognitive and technical aspects of architectural thinking through fuzzy modeling. This way of modeling involves a combination of (a) canonical forms, (b) tolerances around canonical forms and positions, (c) minimal and maximal values, (d) fuzzy boundaries, and (e) plastic interaction between elements based on the dual principles of local intelligence and autonomy. Fuzzy models come therefore closer to the intuitive manners of sketching, while facilitating transition to precise and complex forms. The paper presents two applications of fuzzy modeling. The first concerns the generation of schematic building layouts, including adaptive control of programmatic requirements. The second is a system for designing stairs that can adapt themselves to changes in their immediate environment through a fuzzy definition of geometric and topological parametrization.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id f95f
authors Angulo, A.H., Davidson, R.J. and Vásquez de Velasco, G.P.
year 2001
title Digital Visualization in the Teaching of Cognitive Visualization
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
doi https://doi.org/10.52842/conf.acadia.2001.292
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 f227
authors Argumedo, C., Guerri, C., Rainero, C., Carmena, S., Del Rio, A. and Lomónaco, H.
year 2001
title GESTIÓN DIGITAL URBANA ROSARIO (Digital Management of Urban Rosario)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 307-310
summary This project is aimed at developing an instrument to reach the city-net multidimensionality (flux /real-space) of Rosario city in Argentina. Both, an integral view and the view of the different information layers of the urban net are required. We decided the used of computers to determine a digital dynamic model. The tool proposed has to be useful not only in search and urban survey but also as a design instrument, to pre-view the urban interventions. Simultaneously this tool is needed to evaluate the urban project’s impact in the city through the passing time as well as to communicate future projects to government and to community all.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 45a2
authors Armesto, Tristán
year 2001
title SIMULACRO ARQUITECTÓNICO AL ALCANCE DE LAS MANOS (Architectonic Simulacrum within Reach)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 148-150
summary Since middle ‘90’s, the outbreak of 3d hardware acceleration devices for PC software, has facilitated a great evolvement in what is known as “Role Play Games” (RPG) – within the entertainment software industry. This development has produced such a phenomenon that surpassed all expectations. Through the game “engine” tools, virtual spaces can be achieved according to an editor’s criterium. Thus, a varied range of uses in different research fields are permitted. It is possible to build architectural simulations with high degree of realism an interactivity by means of ‘levels editors’ found in most of this games.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia23_v3_129
id acadia23_v3_129
authors Ayres, Phil
year 2023
title Sensitive Scaffolds – Cultivating Spatio-temporal Dialogues with Living Complexes
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Thank you to the ACADIA team for extending the invitation to come here. For me, it's a really fantastic moment to reconnect with the ACADIA community. I've been dipping in and out of it since -- I think my first ACADIA was in Savannah, Georgia. Does anyone remember what year that was? 2001? 2002? I've been dipping in and out. And I really see this community as a model. You know, we could talk about the Mississippi and how it meanders, and passages of energy and matter and information begin to change. And the ACADIA community meanders across these different territories, but somehow it maintains its particular identity. And that identity, I think, is shrouded within ideals of sharing -- knowledge sharing -- and within a kind of creative design research, you know, rigor, which I find really fascinating.
series ACADIA
type keynote
email
last changed 2024/04/17 13:59

_id 837c
authors Ball, L.J., Lambell, N.J., Ormerod, Th.C., Slavin, S. and Mariani, John A.
year 2001
title Representing design rationale to support innovative design reuse: a minimalist approach
source Automation in Construction 10 (6) (2001) pp. 663-674
summary The reuse of previous design knowledge is a potentially important way to improve design efficiency. In practice, however, design reuse is plagued with difficulties, including those associated with the indexing, retrieval, understanding and modification of prior design knowledge. We propose that such difficulties can be ameliorated by employing insights deriving from design-rationale research concerning how best to represent and retrieve design information. We illustrate these insights by describing the development of a design-reuse system that maximizes the benefits of rationale capture and information retrieval whilst minimising the costs to the designer that might arise from disruption to natural design work.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 5d0f
authors Balmaceda, María Isabel and Deiana, María Elena
year 2001
title DIDÁCTICA MULTIMEDIAL PARA LA FORMACION EN LA PREVENCIÓN SÍSMICA (Multimedia Didactics for training in Seismic Prevention)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 107-109
summary Today the multimedia technology offers us an undeveloped world of resources. But these resources are not didactic themselves; they depend on the way they are used. The management of new variables, such as interactivity, redundancy, will allow to reach a superior level in relation to that of the attraction/fascination, characteristic of the digital means. Under this conceptual base, an investigation project is developed with the objective of constructing a didactic multimedia, strongly determined by the characteristics of the topic SEISMIC PREVENTION, and guided specifically to the construction of preventive BEHAVIORS, before, during and after the occurrence of an earthquake.
series SIGRADI
email
last changed 2016/03/10 09:47

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