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 138

_id 27a9
authors Bille, Pia
year 2002
title From CAD to Communication
doi https://doi.org/10.52842/conf.ecaade.2002.156
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 156-159
summary Establishment of the physical infrastructure for a digital school of architecture has been perceived as the main difficulty for taking advantage of IT in the curriculum. Having reached that point shows other obstacles to overcome. A scenario describes how the digital studio works and how the concept of IT in the curriculum changes. The paper ends with a discussion of 5 IT interrelated disciplines: tool, application, method, communication and collaboration.
series eCAADe
email
last changed 2022/06/07 07:54

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
doi https://doi.org/10.52842/conf.ecaade.2002.472
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 472-477
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id a22a
authors Heylighen, Ann and Neuckermans, Herman
year 2002
title ARE ARCHITECTS NATURAL CASE-BASED DESIGNERS? EXPERTS SPEAKING
source The Design Journal, Volume 5, Issue 2, 2002, pp. 8-22
summary Addressing the subject of Case-Based Reasoning in design, this article reports on a series of in-depth interviews with expert architects/design teachers about the role of cases in design practice and education. Several ingredients of the Case-Based Design (CBD) recipe turned out to occur in real-world design, be it in a subtler version than CBD researchers usually assume. The article focuses primarily on design in architecture, yet the findings may be relevant for other design domains as well.
keywords Architectural Design; Case-based Design; Design Education
series journal paper
type normal paper
email
last changed 2005/07/26 18:53

_id 1992
authors Russell, Peter
year 2002
title Using Higher Level Programming in Interdisciplinary teams as a means of training for Concurrent Engineering
doi https://doi.org/10.52842/conf.ecaade.2002.014
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 14-19
summary The paper explains a didactical method for training students that has been run three times to date. The premise of the course is to combine students from different faculties into interdisciplinary teams. These teams then have a complex problem to resolve within an extremely short time span. In light of recent works from Joy and Kurzweil, the theme Robotics was chosen as an exercise that is timely, interesting and related, but not central to the studies of the various faculties. In groups of 3 to 5, students from faculties of architecture, computer science and mechanical engineering are entrusted to design, build and program a robot which must successfully execute a prescribed set of actions in a competitive atmosphere. The entire course lasts ten days and culminates with the competitive evaluation. The robots must navigate a labyrinth, communicate with on another and be able to cover longer distances with some speed. In order to simplify the resources available to the students, the Lego Mindstorms Robotic syshed backgrounds instaed of synthetic ones. The combination of digitally produced (scanned) sperical images together with the use of HDR open a wide range of new implementation in the field of architecture, especially in combining synthetic elements in existing buildings, e.g. new interior elements in an existing historical museum).ural presentations in the medium of computer animation. These new forms of expression of design thoughts and ideas go beyond mere model making, and move more towards scenemaking and storytelling. The latter represents new methods of expression within computational environments for architects and designers.its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosg and programming a winning robot. These differences became apparent early in the sessions and each group had to find ways to communicate their ideas and to collectively develop them by building on the strengths of each team member.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id sigradi2003_117
id sigradi2003_117
authors Sadonio, Adriana Corina
year 2003
title El concepto de tecnología como transversal al área artística (The concept of technologies as cross-sectional to the artistic field)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The present paper describes a research project of a subject in a Teaching Traninig Institute of Artistic Education in Santa Fe city, Argentina. This is an experience carried out with 8 people between 19 and25 years old, most of them with previous working references in the music area in Basic General Education, along two terms, trhoughout 2002, with the goal of renewing it according to the standards of the new national curricula (Basic Common Contents) for the last cycle of Basic General Education and High Schoo (Polimodal), at the specific area of: "Communication, Arts, and Design",-optimizes the pedagogical practice and gives the future music teachers, a perspective of technology as a transverse concept in art.
series SIGRADI
email
last changed 2016/03/10 09:59

_id e80d
authors Szewczyk, Jaroslaw
year 2002
title Architectural Meaning in the Existing Architectural Notations - The Technologies for Interoperable Architectural Data Management
doi https://doi.org/10.52842/conf.ecaade.2002.230
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 230-237
summary The paper presents results of investigations upon possible representations of architectural objects containing ‘architectural meaning’. Five groups of such existing representations are analyzed briefly: (1) structural EXPRESS–based definitions, (2) object EXPRESS- and IFC- based notations, (3) XML-based notations, (4) experimental ones, and (5) binary notations. The working taxonomy of the notations is presented and their shortcomings are mentioned. The potential of XML notations for CAD data has been recognized by software vendors and standard organizations all over the world. Many corporations and standardization bodies are developing XML-based notations of CAD data, focusing on interoperability problems. Some of these notations are becoming standards (aecXML, i-drop), influencing the development of all CAAD industry. There are some main groups of problems with the existing commercial standards: Lack of ‘open’ data in its ‘open’ context, lack of architectural meaning in commercial notations, problems with simpler intuitive standards for notation of conceptual design data in early design stages, too complex data semantics, too atomized data, and richness of the data structures. The problems are taken under consideration in order to discuss the present state of architectural standards. Nowadays architects are forced to work with semi-architectural notations, lacking their essence, i.e. lacking methods to describe elements of cultural heritage connected to geometry forms. Instead of language of architecture they deal with virtual cyber-slang.
series eCAADe
email
last changed 2022/06/07 07:56

_id 060b
authors Af Klercker, J.
year 1997
title A National Strategy for CAAD and IT-Implementation in the Construction Industry the Construction Industry
doi https://doi.org/10.52842/conf.ecaade.1997.x.o8u
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The objective of this paper is to present a strategy for implementation of CAD and IT in the construction and building management#1 industry in Sweden. The interest is in how to make the best use of the limited resources in a small country or region, cooperating internationally and at the same time avoiding to be totally dominated by the great international actors in the market of information technology.

In Sweden representatives from the construction and building management industry have put forward a research and development program called: "IT-Bygg#2 2002 - Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry.

The presented strategy is based on a seminar with some of the most experienced researchers, developers and practitioners of CAD in Sweden. The activities were recorded and annotated, analyzed and put together afterwards.

The proposal in brief is that object oriented distributed CAD is to be used in the long perspective. It will need to be based on international standards such as STEP and it will take at least another 5 years to get established.

Meanwhile something temporary has to be used. Pragmatically a "de facto standard" on formats has to be accepted and implemented. To support new users of IT all software in use in the country will be analyzed, described and published for a national platform for IT-communication within the construction industry.

Finally the question is discussed "How can architect schools then contribute to IT being implemented within the housing sector at a regional or national level?" Some ideas are presented: Creating the good example, better support for the customer, sharing the holistic concept of the project with all actors, taking part in an integrated education process and international collaboration like AVOCAAD and ECAADE.

 

keywords CAAD, IT, Implementation, Education, Collaboration
series eCAADe
type normal paper
email
more http://info.tuwien.ac.at/ecaade/proc/afklerck/afklerck.htm
last changed 2022/06/07 07:50

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_id ga0230
id ga0230
authors Annunziato, Mauro and Pierucci, Piero
year 2002
title Human-Artificial Ecosystems: Searching for a Language
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories toexplore the emergence of social behaviors like competition, cooperation, relationships and communication [3, 5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tools to explore some basic aspects of the evolution [1, 2, 3, 9, 11, 12, 13, 14, 15, 16].
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id ddssar0206
id ddssar0206
authors Bax, M.F.Th. and Trum, H.M.G.J.
year 2002
title Faculties of Architecture
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary In order to be inscribed in the European Architect’s register the study program leading to the diploma ‘Architect’ has to meet the criteria of the EC Architect’s Directive (1985). The criteria are enumerated in 11 principles of Article 3 of the Directive. The Advisory Committee, established by the European Council got the task to examine such diplomas in the case some doubts are raised by other Member States. To carry out this task a matrix was designed, as an independent interpreting framework that mediates between the principles of Article 3 and the actual study program of a faculty. Such a tool was needed because of inconsistencies in the list of principles, differences between linguistic versions ofthe Directive, and quantification problems with time, devoted to the principles in the study programs. The core of the matrix, its headings, is a categorisation of the principles on a higher level of abstractionin the form of a taxonomy of domains and corresponding concepts. Filling in the matrix means that each study element of the study programs is analysed according to their content in terms of domains; thesummation of study time devoted to the various domains results in a so-called ‘profile of a faculty’. Judgement of that profile takes place by committee of peers. The domains of the taxonomy are intrinsically the same as the concepts and categories, needed for the description of an architectural design object: the faculties of architecture. This correspondence relates the taxonomy to the field of design theory and philosophy. The taxonomy is an application of Domain theory. This theory,developed by the authors since 1977, takes as a view that the architectural object only can be described fully as an integration of all types of domains. The theory supports the idea of a participatory andinterdisciplinary approach to design, which proved to be awarding both from a scientific and a social point of view. All types of domains have in common that they are measured in three dimensions: form, function and process, connecting the material aspects of the object with its social and proceduralaspects. In the taxonomy the function dimension is emphasised. It will be argued in the paper that the taxonomy is a categorisation following the pragmatistic philosophy of Charles Sanders Peirce. It will bedemonstrated as well that the taxonomy is easy to handle by giving examples of its application in various countries in the last 5 years. The taxonomy proved to be an adequate tool for judgement ofstudy programs and their subsequent improvement, as constituted by the faculties of a Faculty of Architecture. The matrix is described as the result of theoretical reflection and practical application of a matrix, already in use since 1995. The major improvement of the matrix is its direct connection with Peirce’s universal categories and the self-explanatory character of its structure. The connection with Peirce’s categories gave the matrix a more universal character, which enables application in other fieldswhere the term ‘architecture’ is used as a metaphor for artefacts.
series DDSS
last changed 2003/11/21 15:16

_id sigradi2003_094
id sigradi2003_094
authors Bessone, M., Mantovani, G. and Schanz, J.
year 2003
title Multimedia y diseño arquitectónico diferente (Multimedia and different architectural design)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Hearing and touch may be incorporated into visual representation systems that historically covered creative process, now helped by multimedia. During 2002-2003 we developed an experimental design studio that challenged participants to design architecture from words (using their spelling, pronunciation, location, etc.) and through an inquiry based on the "concept of inwardness". Evoking a word from the association of images and texts as well as seizing its potential tactile and hearing dimensions completed what was a very interactive design process. Such process was utilized to generate images and ideas geared to design/make an "installation" to be displayed at art events.
keywords Architecture, Design, Word, Image, Sound
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2003_092
id sigradi2003_092
authors Castañé, D., Tessier, C. and Deho, C.
year 2003
title Prácticas educativas: su impacto y riesgo en las tecnologías digitales (Educational Practices: Their impact and risk in digital technologies)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Based on the latest didactic teaching theories, this project presents a critical analysis of dynamic educational practices, which have been actively utilized through the last decade by the department of research and instruction in the School of Architecture at the University of Buenos Aires. This work proposes a journey through the landmarks that recognize the impact of technology on teaching best practices, mainly contained in a technical course. It presents the didactic theories of Bruner (90), Perkins, Gardner (93), Burbules (2001), E. Litwin (2002) and others. Crucial representative work developed by students has been taken to introduce criteria and construct practical reflections to arrive at an enriching proposition.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 7f0a
authors Chen, K.-Z.,Feng, X.-A. and Ding, L.
year 2002
title Intelligent approaches for generating assembly drawings from 3-D computer models of mechanical products
source Computer-Aided Design, Vol. 34 (5) (2002) pp. 347-355
summary In order to reduce the time of mechanical product design and ensure the high quality of their assembly drawings, this paper develops an intelligent approach for generatingassembly drawings automatically from three-dimensional (3-D) computer assembly models of mechanical products by simulating the experienced human designer's thinkingmode with the aid of computer graphics and knowledge-based expert system. The key issues include the strategies and methods for selecting the necessary views in anassembly drawing, determining necessary sectional views in each view, eliminating the unreasonable projective overlap of the components in each view, and minimizing thenumbers of both the views in an assembly drawing and the sectional views in each view. Based on the approach, corresponding software prototype was developed. Finally, itis demonstrated, from an example of the fixture in a modularized drilling machine, that its assembly drawing was generated successfully using this intelligent softwareprototype.
keywords CAD, Intelligent CAD, Expert System, Artificial Intelligence, Assembly, Drawing
series journal paper
email
last changed 2003/05/15 21:33

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id dc32
authors Maver, T.W.
year 2002
title Constructing and Reconstructing the City: The Glasgow Experience
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 94-96
summary This paper describes and illustrates three very different uses of Information and Computing Technology (ICT) to represent, interpret and provide access to the city of Glasgow, Scotland’s largest city. The first application is a web-based three dimensional model of the city centre comprising the topography of the landform, the road and river networks and around 10,000 individual buildings. The model provides the interface to a number of different databases and search engines help the user explor the city. The second application is a recently completed CD-ROM illustrating, from an aerial perspective, the growth of the city from pre-historic times to the present. It comprises 230 images, 140,000 words of text, 5 video clips and 35 sound clips. The third application is to create a web-based massive archive of images (around 10,000) and historical events, personalities, objects and themes that can be updated and enlarged inexpensively and made available on-line to the widest possible audience.
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id ga0227
id ga0227
authors Rafi, Ahmad
year 2002
title Creative Multimedia: The Commodity of the 21st Century
source International Conference on Generative Art
summary The Digital Revolution has turned individuals, institutions, and businesses into a new form of collective wealth and prosperity. This revolution has effected a creativity burst that goes far beyond an increase in the number of those involved in design tasks and challenges, in both professional and amateur settings. The Internet in particular are not only distributing media but most importantly it is a reference platform in which ideas, talents and capabilities emerge and are refined, enhanced and perfected through the inspiring interplay of collaboration and competition. This paper briefly examines the relationship between art and science through the ages, discusses their recent re-convergence, and examines their current relationship via real world applications and productions. The study of such productions, their successes and the impact they have had in the marketplace based on designs and aesthetics instead of advanced technology appear to support the argument. It also highlights the need for accelerating this process and suggests that the re-convergence is a result of new technologies adopted by practitioners that include the effective visualisation and communication of ideas and concepts. These elements are widely found today in multimedia, which offers increased power and new abilities to both scientists and designers. This paper also highlights the need for the employment of emerging computer-based interactive technologies which will enhance the design process, better decision-making, increase the quality of communication and collaboration, lessen the errors and reduce the design cycles. A Multimedia Palette is proposed as a design platform to expose one's imagination, creative and innovative ideas, and provide a richer and more creative multimedia content design and development. Following encouraging first round results, an expanded version of the suggested platform has been experimented in the Faculty of Creative Multimedia, Multimedia University for the last 5 years, in integrating design and computer skills in the teaching and learning projects.
keywords creativity, re-convergence, Multimedia Palette, Creative Multimedia
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ea19
authors Russell, Peter
year 2002
title Teaching Concurrent Engineering Using Intensive Interdisciplinary Robotic Workshops
doi https://doi.org/10.52842/conf.caadria.2002.361
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 361-368
summary The métier of architecture is, contrary to the myth of the single visionary architect, one of co-ordinated interdisciplinary teamwork. For students of architecture, this concept can be somewhat abstract without the chance for hands-on experience in working in such teams. The authors contend that this type of co-operation is better trained than taught. As a consequence, the authors have sought to create a pedagogical framework for training interdisciplinary work: Furthermore, by using assignments that call for concurrent engineering, the framework allows students to understand the complexities of integrated planning practices. The paper explains the methods and results of workshops carried out at two Universities over the past one and one-half years. Students are arranged in small teams of 3-5 students consisting optimally of architects, engineers and computer programmers. The assignment is to build and program a robot to successfully execute a prescribed set of objectives. The 10- day workshop is carried out as a competition in order to accelerate the development process and to focus the design work to a specific goal.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 18dd
authors Sjöström, Calle
year 2002
title Non-Visual Haptic Interaction Design - Guidelines and Applications
source Lund Institute of Technology, School of Architecture
summary This dissertation has three cornerstones: * Haptics * Human-Computer Interaction (HCI) * Blind Users Haptics deals with controlling human movements and getting feedback through the sense of touch. A haptic interface transmits forces to a person’s hand or fingers in a way that mimics the sensation of touching real objects. Virtual haptic touch can be particularly useful for people with visual impairments. It makes it possible for a blind person to touch virtual objects, corresponding to the way a sighted person can see objects on a computer screen. The goal of this research was to carry out an unbiased investigation of the potential of this technology for blind people. The more specific aims were to: * Investigate if and how blind people’s computer usage can be improved by virtual haptics. * Investigate the problems that arise with graphical user interfaces for blind people and how these problems can be managed with haptics. * Develop new applications and find new areas in which virtual haptics can be applied for blind people. The design process has been primarily influenced by theories of usability engineering and reflection in action/reflection on action, focusing on the role of the engineer-designer. A concerted effort is made to use technology as a language to communicate with the users. Several haptic interface devices have been involved. The Phantom from SensAble Technologies has been used the most. It is a small robot with a thimble or stylus attached to the tip which supplies force feedback to the user. The others are the FEELit Mouse from Immersion and the force feedback joysticks from Logitech and Microsoft. Eighteen test applications were developed over five years’ time. They included games, curves, textures, drawings, menus, floor plans, and geometrical objects. Formal and informal user tests were performed on blind, blind-deaf and sighted people. One of the key results presented are five guidelines for non-visual haptic interaction design for researchers, designers, testers, developers and users of such applications. The guidelines are: 1. Elaborate a virtual object design of its own 2. Facilitate navigation and overview 3. Provide contextual information 4. Utilize all available modalities 5. Support the user in learning the interaction method and the specific environments and programs These guidelines represent the filtered and condensed knowledge and experience that the Haptics Group at Certec has gained during the testing and development process. They are further delineated and are a complement to existing HCI guidelines. This work shows that there is great potential in using haptic technology in applications for blind people. It is viable to translate both 2D and 3D graphical information and make it comprehensible via haptics. It has been demonstrated that a blind person can orientate and navigate in a virtual haptic environment and that these tasks can be further supported by using complementary information such as sound and Braille. It is also possible for a blind person to use knowledge gained in the virtual world for real life orientation.
keywords Haptics; Human-Computer Interaction; Blind People; Design Guidelines; Computer Access
series thesis:PhD
email
more http://www.certec.lth.se/doc/hapticinteraction/
last changed 2003/02/12 22:37

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