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 511

_id 6440
authors Chang, Y.L., Lee, Y.Z. and Liu, Y.T.
year 2002
title Construction of Digital City in Physical City: Cyberspatial Cognition Approach to the Project of Hsin-Chu Digital City in Taiwan
doi https://doi.org/10.52842/conf.caadria.2002.109
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. 109-116
summary The cyberspace upon physical space forms a new spatial structure to increase the influence on the urban fabric and the concept of space in architecture. Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. How do digital cities directly connect to physical cities and become an imaginable city? Therefore, we argue that a new spatial analysis theory must be established for digital city, comparing with theories of disciplines, to find the explicitly spatial structures and relations in digital city upon physical city.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 24d4
authors Gaete, Marcela and Pardow, Irene
year 2002
title Diseño de Interfase - Metodología de acercamiento a la construcción de entornos virtuales [Interphase Design - Methodology of Approach to the building of Virtual Environments]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 175-179
summary The project we are presenting is based on our professional experience in virtual interface design of multimedia, in CD-ROM and Web format, which has been developed in our design workshops. Our project methodology has one common basis: The metaphorical and conceptual argument for the creation of virtual environments is supported by the observation of the physical environment of human beings and the objects that surround them.The research we have carried out is aimed at establishing a project methodology for interface design based on the hypothesis that observation and knowledge of the relationship between man and environment (architectural and urban), man and object (literacy and symbolic representation) is the basis for the design of recognizable virtual environments. These are functional, representative and efficient elements for the achievement of communicative objectives of such virtual environments. The project reference that supports our research is the outcome of academic and professional project analysis. These projectswill support the demonstration of the suggested methodology which, in the course of the presentation, will be applied to a project to be developed and whose metaphorical basis is the city of Valparaiso.The objective is to use the urban environment as a metaphorical argument for the design of a virtual environment for the Cultural and Historical Registry of Literature, Plastic Arts and Chilean Architecture where Valparaiso has served as reference, source of inspiration and object of study. Together with the methodological project, we will present the instruments that have been created for reference analyis with the purpose of interface design and in order to facilitate a mechanism to evaluate interface design projects.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:43

_id ecaade03_247_121_strojan
id ecaade03_247_121_strojan
authors Zupancic Strojan, Tadeja and Mullins, Michael
year 2003
title Theoretical Perspectives For The Development Of 3D City Models In Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2003.247
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 247-252
summary This paper continues the discourse of the round table session of eCAADe 2002 on the problems of existing digital city models. It reviews recent papers on the subject, suggests criteria for the improvement of digital city models, and points out some applications for a broader base of users, and particularly in the field of architectural education. it is suggested here that the design professions of architecture and urban design should be more comprehensively included by broadening the approach to 3dcms. Changes in contemporary architectural, urban planning and design theory, collaborative design practice and constructivist education, lead us to suggest a change of emphasis from 2D urban planning principles to those of 3D urban design and morphology.
keywords 3D City Models; architectural education; urban identity
series eCAADe
type normal paper
email
more http://www.arh.uni-lj.si
last changed 2022/06/07 07:57

_id 2d03
authors Head, J., Hoag, R. and Brooks, K.
year 2002
title An Evaluation of Urban Simulation Processes for the Elumens Vision Dome
doi https://doi.org/10.52842/conf.acadia.2002.055
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 55-63
summary This paper reports an evaluation of the potential use and value of three digital urban simulationstechniques presented on a hemispheric display system made by Elumens®. The utility of this system toengage students and decision-makers in a process of envisioning alternative futures for a communitycollege campus in a Midwestern U.S. city is discussed. Visualization of alternative environments is acritical part of planning and design. The ability of designers, planners and their students to use media toengage and communicate proposals is essential to effective participatory design processes.
series ACADIA
email
last changed 2022/06/07 07:49

_id caadria2003_b2-1
id caadria2003_b2-1
authors Rafi, Ahmad M.E.
year 2003
title i-putra.com: a Digital Soft City of Putrajaya
doi https://doi.org/10.52842/conf.caadria.2003.225
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 225-236
summary This paper presents our experiment and development of i.Putra.com - a digital soft city of Malaysia's new administrative Capital Putrajaya. This project is funded by Putrajaya Holdings Sdn. Bhd. Malaysia and was originally developed by the Multimedia University before finally executed by I-Design Sdn. Bhd. It is designed to be an interactive channel for the civic and urban activities that parallel, enhance, compliment, and sometimes 'compete' with physical Putrajaya. Putrajaya's goal is to be the administrative capital for the governance of cyber communities where digital bits rather than physical assets are the primary scarce resource (Putrajaya Holdings, 2002). The guiding principle for i.Putra.com is content, context, community and commerce in which they will be integrated with the city information such as residential, commercial, service and public areas. As the city is being built, i.Putra.com will expand to provide an interactive channel for those who live in, work in, or visit Putrajaya.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ga0231
id ga0231
authors Sparacino, Flavia
year 2002
title Narrative Spaces: bridging architecture and entertainment via interactive technology
source International Conference on Generative Art
summary Our society’s modalities of communication are rapidly changing. Large panel displays and screens are be ing installed in many public spaces, ranging from open plazas, to shopping malls, to private houses, to theater stages, classrooms, and museums. In parallel, wearable computers are transforming our technological landscape by reshaping the heavy, bulkydesktop computer into a lightweight, portable device that is accessible to people at any time. Computation and sensing are moving from computers and devices into the environment itself. The space around us is instrumented with sensors and displays, and it tends to reflect adiffused need to combine together the information space with our physical space. This combination of large public and miniature personal digital displays together with distributed computing and sensing intelligence offers unprecedented opportunities to merge the virtual and the real, the information landscape of the Internet with the urban landscape of the city, to transform digital animated media in storytellers, in public installations and through personal wearable technology. This paper describes technological platforms built at the MIT Media Lab, through 1994-2002, that contribute to defining new trends in architecture that mergevirtual and real spaces, and are reshaping the way we live and experience the museum, the house, the theater, and the modern city.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id e999
authors Voigt A., Schmidinger E., Walchhofer, H.-P. and Linzer, H.
year 2002
title Space-related Content-Management
doi https://doi.org/10.52842/conf.ecaade.2002.400
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. 400-403
summary Establishing virtual city models (“digital cities“) has become an important planning tool for configuring the future of our cities and vital spaces. The present contribution discusses the concept of “Space-related Content-Management” and its interlaceable possibilities of implementation in the planning and configuration process. The activities of those acting in space and their impacts on space, e.g. leading to new, additional and renovation of buildings, to the demolition of buildings, to alterations regarding vegetation stock, traffic infrastructure, etc., do not result from a static conception of physical space, but exclusively suggest a dynamic one. Real space is subject to continuous changes. The constant changing of physical space thus represents a considerable factor concerning the conception of the virtual image (virtual city model). The dynamics of space suggests the development of “data-pipelines“ as core elements of virtual city models. Only this pipeline-concept can account for the dynamics of space. It is suggested to embed “datapipelines“ in “Content-Management-Systems (CMS)“ thus promoting the concept of “Space-related Content-Management“ including all kinds of space-related information enriched with metainformation that might be useful during the planning- and configuration process. “Space-related Content-Management-Systems (SCMS)“ are considered as navigation systems through complex space-related data sets supporting a broad range of questions during the planning- and configuration process. The application fields of “Space-related Content Management-Systems“ are supposed to integrate the complete planning process starting with the space-related analysis and model generation via characterization of space and winds up at the development of space-related concepts to be passed on to those involved in the space under consideration.
series eCAADe
email
last changed 2022/06/07 07:58

_id 4e8c
authors Chien, Sheng-Fen and Flemming, Ulrich
year 2001
title Design space navigation in generative design systems
source Automation in Construction 11 (1) (2002) pp. 1-22
summary Generative design systems make it easier for designers to generate and explore design alternatives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed if designers wish to access the information they generate with ease. We present a comprehensive approach to support information navigation in requirement-driven generative design systems, which gain their power form explicit representations of design requirements, which in turn add to the information generated by the system. Our approach takes into account studies dealing with human spatial cognition, wayfinding in physical environments, and information navigation in electronic media. We structure the information to be accessed in terms of a five-dimensional design space model that applies across generative design systems of the type considered here. The model structure supports basic generic navigation operations along its five dimensions. We validated the model in the context of the SEED-Layout system and used it to extend the built-in navigation tools of the system through novel ones, which we subjected to a limited usability study. The study suggests that these tools have promise and warrant further investigation.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 2acf
authors Gero, John
year 2002
title Situated Computing: A New Paradigm for Design Computing
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, p. 1
summary Computer usage in design has largely been in the areas of document production, 3D modelling and to a lesser extent in specialised design analysis and design synthesis tasks. This use of computers by designers has been based on well-defined practices that have their genesis in the scientific approach to knowledge. Just as knowledge is independent of its use and independent of its user, so computer programs are designed to be independent of their use and independent of their users. This talk presents a complementary paradigm based on the notions of situated cognition as the basis of the development of new kinds of computational design tools.Situated cognition holds that where are you and when you are there matters and that the state you are in affects what you do. The fundamental difference is between encoding all knowledge prior to its use to allowing the knowledge to be grounded in the interaction between the computational system and its environment. In addition to the concepts of situated cognition there is another important concept called constructive memory. Constructive memory changes our view of “memory” in acomputational system from being a thing in a place that can be accessed with the correct index to being a process that produces a “memory” when needed. Thus, memory is constructed as needed and becomes a function of both the question it is used to respond to and the situation within which it was asked. These concepts provide the foundation for the developmentof novel tools to support computer-aided designing. Examples of situated cognition and constructive memory will be presented. This will be followed by examples of situated design analysis and situated computational design creativity.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e149b
id sigradi2006_e149b
authors Kendir, Elif
year 2006
title Prêt-à-Construire – An Educational Inquiry into Computer Aided Fabrication
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 162-165
summary This paper aims to show and discuss the relevance of developing necessary strategies for reintegrating the concept of fabrication into the architectural design process. The discussion will be partly based on the outcome of a graduate architectural design studio conducted in Spring semester 2002-2003. The graduate studio was part of a series of exploratory studies conducted on the nature of architectural design process transformed by information technologies. Preceded by studios investigating cognition and representation, this last studio focused on the concept of fabrication. The overarching aim of the studio series was to put CAD and CAM in context both within the actual architectural design process and within architectural education. The last of this series, which will be discussed within the frame of this paper, has specifically focused on CAM and the concept of fabrication in architecture. In accordance with the nature of a design studio, the research was more methodological than technical. The studio derived its main inspiration from the constructional templates used in dressmaking, which can be considered as an initial model for mass customization. In this context, the recladding of Le Corbusier’s Maison Domino was given as the main design problem, along with several methodological constraints. The main constraint was to develop the design idea through constructional drawings instead of representational ones. The students were asked to develop their volumetric ideas through digital 3D CAD models while working out structural solutions on a physical 1/50 model of Maison Domino. There was also a material constraint for the model, where only specified types of non-structural paper could be used. At this stage, origami provided the working model for adding structural strength to sheet materials. The final outcome included the explanation of different surface generation strategies and preliminary design proposals for their subcomponents. The paper will discuss both the utilized methodology and the final outcome along the lines of the issues raised during the studio sessions, some of which could be decisive in the putting into context of CAD – CAM in architectural design process. One such issue is mass customization, that is, the mass production of different specific elements with the help of CAM technologies. Another issue is “open source” design, indicating the possibility of a do-it-yourself architecture, where architecture is coded as information, and its code can be subject to change by different designers. The final key issue is the direct utilization of constructional drawings in the preliminary design phase as opposed to representational ones, which aimed at reminding the designer the final phase of fabrication right from the beginning. Finally, the paper will also point at the problems faced during the conduct of the studio and discuss those in the context of promoting CAM for architectural design and production in countries where there is no actual utilization of these technologies for these purposes yet.
keywords Education; Fabrication; CAM
series SIGRADI
email
last changed 2016/03/10 09:53

_id 760d
authors Berridge, P., Brown, A. and Knight, M.
year 2002
title One City to Go: A Multi-modal Approach to Delivering City Data
doi https://doi.org/10.52842/conf.caadria.2002.057
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. 057-64
summary The work described here is aimed at developing city models, with underlying data, in such a way that the model and data can be accessed quickly and efficiently. A particular outcome of our approach to the work is that the model and associated data can be accessed through a palmtop device. This degree of portability opens up a range of opportunities to access this important information; the kind of information related to city models and associated data that is expanding daily.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 3d67
authors Breen, J., Nottrot, R. and Stellingwerff, M.
year 2002
title Relating to the ‘real’ Perceptions of Computer Aided and Physical Modelling
doi https://doi.org/10.52842/conf.ecaade.2002.134
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. 134-138
summary Designing - giving form to new objects or environments - is largely a question of anticipating the workings of spatial and material environments, which can become ‘reality’ only by being built. Until ‘realized’ a design is essentially a figment of the designer’s imagination, although his or her ideas may be laid down and conveyed to others via specialized design media. In this way impressions of the design may be shared with clients, colleagues or other ‘actors’ in the design process. Such products of the designer’s imaging process can be relatively abstract or begin to approach - future - reality. Form & Media research can be ‘revealing’, stimulating insights concerning preferences, working processes and the effects of products of the designer’s imagination. In the past ten years we have gained considerable practical experience with both virtual and tangible (scale) models. We have compared different techniques in conference workshops, within educational settings and in our Form & Media research laboratory. The research projects ranged from the development of practical techniques and working methods to protocol analyses of designing architects. This contribution draws comparisons between different computer aided modelling techniques, with an indication of their perspectives, making use of the experience gained from various experiments in an educational context, and will highlight the potentials for different combinations of digital and physical modelling techniques.
series eCAADe
email
last changed 2022/06/07 07:54

_id 26a2
authors Brown, A., Zhu, M., Knight, M. and Berridge, Ph.
year 2002
title i-architecture: the Virtual Campus eCAADe 2002 – Warsaw
doi https://doi.org/10.52842/conf.ecaade.2002.532
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. 532-537
summary There are a great number of current web accessible city models, that take a variety of approaches to representing the 2D, 3D and associated graphical information that they embody. The work described here represents a stage in the development of an urban modeling approach that we intend will lead to cost effective and computationally efficient systems for such systems. Our aim is to contribute to the range of approaches being adopted by different research and development groups, across the world, and particularly within Europe.
series eCAADe
email
last changed 2022/06/07 07:54

_id d5e1
authors Bugajska, Malgorzata Maria
year 2002
title Spatial Visualization of abstract Information: A Classification Model for Visual Spatial Design Guidelines in the Digital Domain
source Swiss Federal Institute of Technology, ETH Zurich
summary Visualization of abstract information refers to the design of graphical representations of information that has no simple relation to known concrete or physical forms. Designing visualizations of abstract information requires proposing visual representation for often a large body of data pants. determining a meaningful structure for the complex relations among them and suggesting a method for Interacting with this body of data. Spatial perception plays an Important role for cognitive processing when interacting with abstract information, slice spatially-organized Information can be accessed and operated on rapidly and effortlessly, especially when a spatial arrangement reveals the conceptual organization of Information.

This thesis focuses on aspects of the spatial visual design of abstract information presented as computer-generated. dynamic and interactive images accessible through flat displays. The process of spatial visualization design is shaped by various factors including interactive, perceptual, navigational as well as organizational and metaphorical aspects and as such requires an interdisciplinary approach. Therefore, in researching spatial visual design. it is crucial to use methods facilitating the process of sharing competencies among different disciplines.

In this thesis, we introduce a new classification model accommodating features important in designing effective spatial visualizations of abstract information. To enhance the effectiveness of spatial visualization, this model offers a holistic approach in classifiying spatial Visualization features. As part of the model, we analyze properties already used in architectural representation and other visual design disciplines for spatial presentations as well as investigate their potential usage in digital domains of abstract information. The process of spatial visualization In the digital environment is mostly based on the practical experience of a designer. and therefore the majority of spatial design know-how is heuristic in nature. Based on this assumption, we present a set of guidelines addressing the general problem of spatial design.

The Spalial Design Classificahon Model, Visual Spatial Properties and Spatial Design Guidelines build an extendable infrastructure which becomes a first step towards augmenting the quality of spatial information design- We propose to use this infrastructure as a general blueprint for structuring the exchange of expertise in Interdisciplinary problem-solving processes.

series thesis:PhD
last changed 2003/05/15 12:22

_id c82f
authors Chang, Yu-Li
year 2002
title Exploring syntax and semantics of spatial structure - A study on Traditional Taiwanese City form in Chi’i’ng Dynasty
doi https://doi.org/10.52842/conf.ecaade.2002.412
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. 412-416
summary Abstract. In this paper, we want to figure out the relations of complex semantics and syntax on five traditional Taiwanese cities in Chi’i’ng Dynasty by using a language approach. The issues of traditional Taiwanese central city in Chi’ing Dynasty had been interpreting by historical, social, and cultural research but had lacked the explicit construction of spatial structure on semantics-syntax. Therefore, we use a data modeling on knowledge level to describe the relationship between syntax and semantics. Through the research of Chi’ing Dynasty‘s history, we find out the spatial relations of Taiwanese traditional city to establish the functional categories of spatial structures. Then the language of semantics components and the meaning’s attributes are coded as logical statements to map the elements of syntax on architectural form, political vocabularies, spatial layout, and spatial myth. We argue that using this approach several social and spatial structures of cities can be clearly defined and understood.
series eCAADe
email
last changed 2022/06/07 07:55

_id 3a3d
authors Coors, Volker
year 2002
title Resource-Adaptive 3D Maps for Location Based Services
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.29-I.38
summary In this paper, we present a database driven approach for managing and visualizing 3D urban city models and related multimedia content. Such a 3D database is a core component of a 3D Cadastre system (Coors 2002a). In the TellMaris project (IST 2000- 28249, www.tellmaris.com), we will make use of the 3D database to generate 3D maps. The objective of TellMaris is the development of a generic 3D-map interface to tourist information on mobile computers. The interface provides a new concept for creating value added information services on mobile computers for the European citizens related to geographical information. The interface is in the project used for accessing tourist information relevant for boat tourism in the Baltic Sea and Aegean Sea area in the Mediterranean. In this paper we focus on the online generation and compression of 3D-maps in order to make use of these maps in a mobile enviroment.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:42

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id ae2a
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 24-27
summary This paper will discuss an unconventional methodology for using physical and digital media strategies interchangeably in a tightly structured framework for the integration of environmental control systems (ECS) principles into a third year design studio. An eight-step methodology enabled architectural explorations of rich tactile and luminous engagement. The principles that provide the foundation for these integrative strategies between a design studio and building technology course, spring from a systematic approach that follows the tradition of the Bauhaus principles (e.g., Albers, Moholy-Nagy, Kandinsky and Kepes) of craftsmanship and visual perception.A series of intense short workshops focused on day lighting, electric lighting, and skin vocabulary to lead students to consider these components as part of their form-making inspiration. Examples of student work and their feedback on this methodology process will show how the exercises were linked to allow for a clear design progression.
series SIGRADI
email
last changed 2016/03/10 09:52

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