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 717

_id diss_long
id diss_long
authors Long, A.
year 2001
title Quill A Gesture Design Tool for Pen-based User Interfaces
source U.C. Berkeley
summary This dissertation describes the motivation, design, and development of a tool for designing gestures for pen-based user interfaces. Pens and other styli have been ubiquitous for recording information for centuries. Recently, pen-based computers have recently become common, especially small devices such as the Palm Pilot. One benefit pens provide in computer interfaces is the ability to draw gestures—marks that invoke commands. Gestures can be intuitive and faster than other methods of invoking commands. However, our research shows that gestures are sometimes misrecognized and hard to remember. We believe these problems are due in part to the difficulty of designing “good” gestures—that is, gestures that are easy to remember and are recognized well—and the lack of tools for helping designers create good gestures. We believe that an improved gesture design tool can help interface designers create good gestures for their applications. Since people confuse similar objects and misremember them, we performed experiments to measure why people perceived gestures as similar. We derived computational metrics for predicting human perception of gesture similarity. Based on the results of our experiments, we developed a gesture design tool, quill. The tool warns designers about gestures that may be hard to remember or recognize, and provides advice about how to improve the gestures. It also provides a convenient way to test recognition of gestures. To evaluate quill, a user study was performed with 10 professional user interface designers and one professional web designer. All designers were able to create gesture sets using quill, but not all designers benefited from quill’s suggestions. More work is needed to make suggestions useful for most designers. The primary contributions of this work are: • Improved understanding of the gesture design process, including the types of problems people encounter when designing gestures. • Computational models for predicting human-perceived gesture similarity. • Confirmation of the importance of good naming for gesture memorability. • An intelligent gesture design tool, quill, which automatically warns designers about potential problems with their gestures and advises them about how to fix these problems. This work also suggests several areas for future work in the areas of gesture design tools and gesture similarity and memorability.
series thesis:PhD
email
more http://www-2.cs.cmu.edu/~chrisl/work/pubs/
last changed 2003/09/24 14:54

_id 7d5e
authors González, Daniela and Burguez, Raúl
year 2001
title FICCIONES.EXE: NUEVAS NARRATIVAS INTERACTIVAS: EXPERIENCIA PRÁCTICA CON ALUMNOS DE LA LICENCIATURA EN DISEÑO GRÁFICO, UNIVERSIDAD ORT URUGUAY (FICCIONES.EXE: New Interactive Narratives: Practical Experience with Students of the Degree in Graphical Design, University of Uruguay)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 156-158
summary Traditional narrative systems, such as literature, the cinema and the television, keep a linear design when developing a story, due to their own characteristics. Multimedia offers the possibility of developing a new narrative language. Multimedia fiction is based on the idea of working on a new medium, taking the previous ones as a starting point. In this new medium, the decisions taken by the user, will enable him to create his own version of the story. Work done in this field, have attempted to investigate and go deeper into these concepts.
series SIGRADI
email
last changed 2016/03/10 09:52

_id a5f4
authors Jabi, Wassim
year 2001
title The Vista System: A Virtual Slide Tray Archive
doi https://doi.org/10.52842/conf.acadia.2001.x.o7g
source ACADIA Quarterly, vol. 20, p. 2
summary ViSTA is a digital asset management and display system designed for education. The system enables instructors to search a database of digital assets, select the ones they want and save them in sortable virtual slide trays. They can then use those trays for in-class presentations as well as allowing registered students to view them at will from any internet-connected computer. Students register for courses in the ViSTA system through a special code issued by the instructor. Once registered, their ViSTA homepage automatically displays the courses they are registered for and the associated trays for that particular course. Students can also create and modify their own personal trays organized in any fashion they want. These trays can be used for reference, studying for an exam, or for presentation purposes. The ViSTA system helps administrators and faculty manage the digital collection, the courses, the trays, and the user accounts.
series ACADIA
email
last changed 2022/06/07 07:49

_id caadria2006_613
id caadria2006_613
authors JAEHO RYU, NAOKI HASHIMOTO, MAKOTO SATO, MASASHI SOEDA, RYUZO OHNO
year 2006
title A GAME ENGINE BASED ARCHITECTURAL SIMULATOR ON MULTI-PROJECTOR DISPLAYS
doi https://doi.org/10.52842/conf.caadria.2006.x.m1v
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 613-615
summary To make whole one image on screens that is generated by many computers and synchronization among computers, there is a need for a network software environment for multi-projector display system. Although the development costs increase for parallel programming for multi-projector display system, there is a possibility that the program cannot be executed at an enough speed since the network bandwidth might become a bottleneck. There are some software environments for that kind of multi-projector display system like Chromium that is latest version of WireGL (Humphreys, 2001&2002). WireGL is a kind of Client-Server Model, which one rendering server sends the data of rendering to many computers. While it can use the application without modification of source, it requires heavy network traffics. The other type of operating software is VR Juggler (Cruz-Neira, 2002), and CAVE Library that is a kind of Master-Slave Model. In the Master-Slave Model, every computer has same application programs to render the image that only keep the synchronization of rendering and events. But, these programs require a specialized skill and knowledge to modify the source of program for the certain rendering PC-Cluster system.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 603d
authors McCall, R., Vlahos, E. and Zabel, J.
year 2001
title Conceptual Design as HyperSketching. Theory and Java Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 285-297
summary Hand-done design drawing still has a several advantages over current, CADbased approaches to generating form, especially in the early stages of design. One advantage is the indeterminacy of hand drawing--i.e. its abstractness and ambiguity. Another is a non-destructive drawing process, where new drawings are created without modifying old ones. A third is designers’ creation of large collections of inter-related drawings--i.e. graphical hyperdocuments. A fourth is the unobtrusive character of conventional drawing tools. These advantages might be taken as reasons for continuing to do early design on paper, but they also suggest ways in which CAD might be improved. We have created software prototypes that incorporate these features into a new type of CAD based on sketching with electronic pens on LCD tablets. One prototype, which we call HyperSketch II, simulates tracing paper in the sense that it enables the user to trace over previous drawings and to build stacks of traced over drawings. It also enables the user to create a hypermedia network in which the nodes are sketches and the links represent various relationships between sketches.
keywords Sketching, Hypertext, Hypermedia, Conceptual Design
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
doi https://doi.org/10.52842/conf.ecaade.2001.449
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_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
doi https://doi.org/10.52842/conf.acadia.2001.248
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
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 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 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 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 caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id 2006_000
id 2006_000
authors Bourdakis, Vassilis and Charitos, Dimitris (eds.)
year 2006
title Communicating Space(s)
doi https://doi.org/10.52842/conf.ecaade.2006
source 24th eCAADe Conference Proceedings [ISBN 0-9541183-5-9], Volos (Greece) 6-9 September 2006, 914 p.
summary The theme of this conference builds on and investigates the pre-existing and endlessly unfolding relationship between two domains of scientific inquiry: Architecture, urban design and planning, environmental design, geography and Social theory, media and communication studies, political science, cultural studies and social anthropology. Architectural design involves communication and could thus be partly considered a communicational activity. Designers (or not) see architectural designs, implicitly, as carriers of information and symbolic content; similarly buildings and urban environments have been “read” and interpreted by many (usu- ally not architects) as cultural texts. At the same time, social and cultural studies have studied buildings and cities, as contexts for social and cultural activities and life in general, from their mundane expression of “everyday life” (Highmore, 2001) to elite expressions of artistic creativity and performance. Information and communication technologies (ICTs) support both of these levels of scientific inquiry in many ways. Most importantly however, ICTs need design studies, architectural and visual design, social and cultural studies in their quest to create aesthetically pleasing, ergonomically efficient and functional ICT sys- tems; this need for interdisciplinarity is best articulated by the low quality of most on-line content and applica- tions published on the web.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id ga0134
id ga0134
authors Buiani, Roberta
year 2001
title Virtual Exhibitions: How to put the gallery on-line?
source International Conference on Generative Art
summary This research is part of a project I developed at York University and realized at the Walter Phillips Gallery at Banff Centre for the Arts. It originated from a preliminary survey on the galleries and museum’s approach to the web: how did these institutions engage with the virtualspace? What tools did they employ to display their content? How did they exploit internet in order to promote and advertise their content and transmit a certain message? Following the examination of several interfaces and modes of display, a list of recurrent strategies, needs andlacks was compiled. A further development of the research consisted in a practical attempt to include all the characteristics observed and to add the elements supposedly missing in a single project. The project examined two distinct and very different exhibitions which took place during the summerat the Walter Phillips Gallery in Banff: they were analysed, documented and rendered on-line using a popular animation software such as Flash.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id a808
authors Cheng, M.-Y. Liang, Y., Wey, C,-M. and Chen, J.-C.
year 2001
title Technological enhancement and creation of a computer-aided construction system for the shotcreting robot
source Automation in Construction 10 (4) (2001) pp. 517-526
summary This paper addresses the technological enhancement of the shotcreting robot. The shotcreting robot has an arm with six degrees of freedoms, which is remotely controlled by an operator. Due to current utilization drawbacks, an improvement plan has been developed in two stages. First, the control system of the semi-automated robot was improved by reducing the number of joysticks from six to two, incorporating a real-time computer simulation model enhanced to identify model feasibility. Second, the robot was enhanced from semi-automated to fully automated. Thus, an automated profile measuring instrument is used to measure the excavated surface and a simulation model calculates the nozzle path for shotcreting. The automated shotcreting robot was completed by integrated the graphical model with the robot control system.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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