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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_id ddssar0229
id ddssar0229
authors De Vries, B., Jessurun, A.J. and J. Dijkstra, J.
year 2002
title Conformance Checking by Capturing and Simulating Human Behaviour in the Built Environment
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 model natural human behaviour, it is necessary to capture this behaviour. First, we will start out by modelling behaviour for specific situations, such as taking a seat in a theatre. To capture humanbehaviour, the following experiment is performed: Given a virtual environment, a sufficient number of subjects (real humans) are asked to execute a human task in this virtual environment (e.g. take a seat inthe theatre). Whenever the subject deviates from the shortest path, the system will ask for a clue why this is done. The hypothesis is that the combination of the motion paths and the clues for making/changing decisions will provide decision rules to make reliable predictions about human behaviour under the same conditions when using virtual persons. To test the hypothesis, we propose to use the university’s main conference and presentation hall as a test case. A 3D model and a motion pathgraph are constructed that enables a virtual person to find its way to a selected chair. The clues from the experiment are implemented as decision rules that determine a virtual person’s behaviour. Running thesimulation will result in the following data: Time per person to find a chair, Deviation from the shortest path, Distance covered per person to find a chair, Distribution of seated persons over time and Relocation of persons. To validate the test case, the process of people entering the hall and finding a chair is recorded on videotape. The walking behaviour of the people observed on the video is analysed and compared with the data from the simulation.
series DDSS
last changed 2003/08/07 16:36

_id ddssar0216
id ddssar0216
authors Jones, Dennis B.
year 2002
title The Quantum Matrix:A Three Dimensional Data Integration and Collaboration ToolFor Virtual Environments
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary If a picture is worth a thousand words, what if they could walk and talk? How would you like to bring a whole new dimension to your ideas; to use visualization to convey a sense of time and motion, to use imagery to give your ideas vividness; to use sound to give them voice and view them threedimensionally. The Matrix allows you to do all of this and much more. The Matrix resembles Rubik’s cube, but its purpose is to store, manage and access data of all types and to view them in three dimensions in virtual environments such as the CAVE and on your desktop. The current version can store, access and view almost anything that is in digital form, including:Text files Pictures Video Clips Sound Files Spreadsheets URL’s HTML pages Databases CAD drawings Gantt Charts Business Graphics VRML modelsExecutable Programs OLE (Object Link & Embedded) The Matrix is a three-dimensional multimedia and document management tool. The Matrix anticipates the convergence of electronic media into one consistent environment for analysis and representation. the Matrix uses VMRL and OpenGL technologies to allow the user to be immersed in their data as withCinerama, IMAX and Virtual Reality Environments. The Matrix allows the user to exercise their creativity by interactively placing and organizing their data three dimensionally and navigating through and viewingdata and documents in 3D (monocular and binocular – stereo). The Matrix user interface is simple to use. Employing the now familiar “drag and drop” method to manage data and documents. Items can be placed into the matrix grid at a user selected matrix cube location. Upon dropping a document on a cube it appears as a mapped image onto the surface. Navigating through the 3D Matrix-space is fun. All navigation uses real-time animation giving you instant feed back as to where you are. Data drilling is as simple as mouse click on a Matrix cube. Double clicking the on an object in the matrix activates that object. Data dreams was an image that preexisted the program by several years. The dream was to create a new way oforganizing and exploring data. The Qube image was created using Microstation by Bentley Systems, Inc. The figure was modeled using Poser by MetaCreations and composited using Adobe Photoshop.
series DDSS
last changed 2003/08/07 16:36

_id d5ac
authors Kalisperis, L.N., Otto, G., Muramoto, K., Gundrum, J.S., Masters, R. and Orland, B.
year 2002
title Virtual Reality/Space Visualization in Design Education: The VR-Desktop Initiative
doi https://doi.org/10.52842/conf.ecaade.2002.064
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. 64-71
summary Although virtual reality (VR) is a fast-growing field, utilization of its potential within an affordable environment in the early years of architectural education has been limited. Currently, we are in the process of exploring the educational potential of virtual reality in the creation and understanding of space as a set of dynamic volumes that can be experienced. The VR-Desktop initiative is an effort to bring the salient features of projection-based VR to second-year architecture students in a way that is more generally accessible than the many canonical, first-generation, projection-based VR systems. The VR-Desktop has been implemented in the teaching of the architectural design studio in the second year of a fiveyear curriculum, as part of the physical architectural studio. Through the VR-Desktop system in the studio, students immediately start working in an immersive environment. They create space by manipulating solids and voids while evaluating the anthropometric relations of the proposed solution. The students are able to study and test conceptual details in a virtual environment from the very beginning of their architectural design project. In order to assess student perception of the usefulness of various system attributes for diverse tasks, we have begun a usability study. Thirty-five surveys were collected from the students who had used the lab during the two semesters for which the two-screen system was available. Preliminary observations indicate that within the architectural context, virtual reality techniques involving depth perception can convey relevant information to students more efficiently and with less misrepresentation than traditional techniques. This paper suggests that full field of view, motion, stereoscopic vision, and interactivity are possible components of the 3D visualization techniques that are necessary to enhance architectural education
series eCAADe
email
last changed 2022/06/07 07:52

_id 757b
authors Lee, Jaemin and Akleman, Ergun
year 2002
title Practical Image Based Lighting
doi https://doi.org/10.52842/conf.acadia.2002.279
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. 279-288
summary In this paper, we present a user-friendly and practical method for seamless integration of computergeneratedimages (CG) with real photographs and video. In general, such seamless integration isextremely difficult and requires recovery of real-world information to simulate the same environment forboth CG and real objects. This real-world information includes camera positions and parameters,shapes, material properties, and motion of real objects. Among these, one of the most important islighting.Image-based lighting that is developed to recover illumination information of the real world fromphotographs has recently become popular in computer graphics. In this paper we present a practicalimage-based lighting method that is based on a simple and easily constructable device: a square platewith a cylindrical stick. We have developed a user-guided system to approximately recover illuminationinformation (i.e. orientations, colors, and intensities of light sources) from a photograph of this device.Our approach also helps to recover surface colors of real objects based on reconstructed lightinginformation.
series ACADIA
email
last changed 2022/06/07 07:51

_id b605
authors Tang, Shen-Kai and Liu, Yu-Tung
year 2002
title A Digital Reconstruction Procedure for a Disappeared City Space and Its Activities
doi https://doi.org/10.52842/conf.ecaade.2002.603
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. 603-608
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN Computer simulation technology was used well in virtual archaeology during the past five years but will be insufficient gradually in the future, just because the simulations have extended from static issues, such as implements, architectures and a whole city, to motional issues, such as cultural activities in a city. This paper developed a digital reconstruction procedure that integrated three main technologies including 3D scanner, motion capture and virtual reality cave (VR Cave), and implemented it to virtually reconstruct Chang-an City that existed 1400 years ago but disappeared now. The results of the simulations are not only realistic enough to being inside but also highly approved by archeologists, art historian and architects.
series eCAADe
email
last changed 2022/06/07 07:56

_id bcf7
authors Arvin, Scott A. and House, Donald H.
year 2002
title Modeling architectural design objectives in physically based space planning
source Automation in Construction 11 (2) (2002) pp. 213-225
summary Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, which allows a designer to easily make decisions whose consequences immediately propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design itself. In our approach, the designer creates a space plan by specifying and modifying graphic design objectives rather than by directly manipulating primitive geometry. The plan adapts to the changing state of objectives by applying the physics of motion to its elements. For design objectives to affect a physically based space plan, they need to apply appropriate forces to space plan elements. Space planning can be separated into two problems, determining topological properties and determining geometric properties. Design objectives can then be categorized as topological or geometric objectives. Topological objectives influence the location of individual spaces, affecting how one space relates to another. Geometric objectives influence the size and shape of space boundaries, affecting the dimensions of individual walls. This paper focuses on how to model a variety of design objectives for use in a physically based space planning system. We describe how topological objectives, such as adjacency and orientation can be modeled to apply forces to space locations, and how geometric objectives, such as area, proportion, and alignment, can be modeled to apply forces to boundary edges.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 8fba
authors Hui, K.C.
year 2002
title Free-form design using axial curve-pairs
source Computer-Aided Design, Vol. 34 (8) (2002) pp. 583-595
summary Deformation of 3D shapes usually requires the use of a deformation tool. The freeform deformation technique requires the use of a lattice of control point for deforming anobject. This may require a synchronized movement of the lattice control points in order to obtain the desired effects. The axial deformation technique allows an object to bedeformed by manipulating an axial curve. However, unexpected twist of the object may be obtained. This is a result of the lack of control on the local coordinate frame of thecurve. This paper presents a technique for deforming objects with a set of axial curve-pairs. The use of a curve-pair allows the local coordinate frame to be controlledintuitively. A curve-pair is composed of a primary and an orientation curve. The orientation curve is an approximate offset of the primary curve. A technique is proposed formaintaining the relation between the primary and the orientation curve when the curve-pair is adjusted. By associating a complex 3D object to a curve-pair, the object can bestretched, bended, and twisted intuitively through manipulating the curve-pair. This deformation technique is particularly suitable for manipulating complex shapes (e.g.decorative components) in industrial and aesthetic design, and is also suitable for modelling characters and animals with flexible bodies. Adjusting the curve-pair according tosome motion constraints produces different postures of a character or animal model. This in turn can be used as decorative components for aesthetic design.
keywords Cross-Sectional Design, Sweeping, Axial Curve-Pair, Axial Deformations, Aesthetic Design, Geometric Modelling
series journal paper
last changed 2003/05/15 21:33

_id 24eaea2001
id 24eaea2001
authors Ohno, R., Katayama, M., Komatsuzaki, T. and Soeda, M.
year 2002
title Development of a Visual Simulation System Synchronized with Walking Motion - An application for a study of distance perception
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary Conventional visual simulators allow observers to move in the simulated space by using a mouse or a joy-stick without the kinesthetic feeling of motion. However, the link between visual image and body motion is important to perceive the environment, especially when people are walking. In this paper, a visual simulation system was designed to synchronize the subject's walking motion on a treadmill with the video image shown on a HMD. In order to detect the walking motion, sensors were attached to both subject’s ankles. According to the detected motion, the treadmill rotates and a CCD camera moves in a model space. Because of the sensors’ low sensitivity and the time lag between the detected motion and treadmill rotation, the subjects couldn’t walk smoothly. Therefore, the walking speed which synchronizes with the video image was kept constant for each subject and the experimenter started up and stopped the simulator. The validity of this simulation system was examined by comparing the accuracy of distance estimation using the new simulator with that using the conventional system without walking motion. The “distance reproduction” method was applied to measure the perceived distance: subjects walked 25 meter in a real setting without being told the distance, and were asked to move the same distance in different conditions. Since the distance estimation became accurate in the condition with the walking motion, the validity of this simulator was secured. The following experiment was intended to investigate the influence of physical environmental features on perceived distance by using the simulation system. We operated some features using a scale model of a route and examined their influences. Subjects were asked to "walk" through a path consisted of two spaces with different physical features, and to respond by showing the proportion of the length of those two spaces. The result revealed that the distance of a narrower and lower ceiling path where people perceive clearer line perspective and faster optical flow tends to be perceived longer.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 6f10
authors Petric, J., Maver, T.W., Conti, G. and Ucelli, G.
year 2002
title Virtual Reality in the Service of User Participation
source Distributing Knowledge in Building. Proceedings of CIB W78 Conference (Ed. K Agger et al), Aarhus, 217-224
summary The normal application of Virtual Reality is to the simulation of environments which are in some way special - remote, hazardous or purely imaginary. This paper describes research and development work which changes the paradigm by simulating perfectly ordinary buildings for special people. Some of the population have some form of physical impairment - a proportion which is likely to rise in line with an ageing population. New legislation, such as the UK Disability Discrimination Act places additional responsibility on building owners to ensure adequate access for people with an impairment and this in turn will place additional responsibility on the architect. Current methods of auditing access for new building are primitive and require the auditor to interpret plans/sections of the proposed building against a checklist of requirements specific to the special need. This paper reports on progress in the use of an immersive VR facility to simulate access to buildings for two broad classes of user:

i) those with a mobility impairment

ii) those with a visual impairment

In the former case, a wheelchair motion platform has been designed which allows the wheelchair user to navigate the virtual building; a brake and motor connected to the rollers on which the wheelchair sits facilitate the effects of slope and surface resistance.

series other
type normal paper
email
last changed 2015/02/20 11:24

_id ddssar0201
id ddssar0201
authors Achten, H.H.
year 2002
title Requirements for Collaborative Design in 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 The concept of collaborative design has recently come under renewed attention in the field of computer aided architectural design support. Although collaborative design deals with the same aspects of cooperation by various participants in the design process as previously studiedin, for example, concurrent engineering and multi-disciplinary design, it nevertheless puts a different research emphasis. Collaborative design looks at how the process can be improved in such a way that collaboration –working together in a manner to enhance each participants contribution to the design– emerges from the process. In engineering design practice, thismeans a shift forward in the design process where engineers are asked earlier for their input in the design solution. For CAAD research, the phenomenon of collaborative design poses the question how design tools and environments can be made in such a way that collaboration will occur. In this paper, the aims is to describe the concept of collaborative design in architecture, and to give an outline of the perceived requirements in the organisation of design and Computer Aided Design Support to achieve collaborative design.
series DDSS
last changed 2003/11/21 15:15

_id 9c41
authors Ahmad Rafi, M.E., Chee W.K., Mai, N., Ken, T.-K. N. and Sharifah Nur, A.S.A. (Eds.)
year 2002
title CAADRIA 2002 [Conference Proceedings]
doi https://doi.org/10.52842/conf.caadria.2002.
source 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, 370 p.
summary Evolution of trends in the realm of computer aided architectural design (CAAD) has seen the convergence of technologies – complementing traditional tools with emerging sciences like Information Technology (IT) and multimedia applications. This appliqué of technologies has not just expanded the scope and enhanced the realm of CAAD research and practice, but is also breaking new frontiers. This creative nexus will be realised at the 7th International Conference on Computer Aided Architectural Design Research In Asia (CAADRIA 2002) to be held at the Faculty of Creative Multimedia, Multimedia University, Malaysia, between 18th-20th April, 2002. CAADRIA 2002’s theme, "Redefining Content", seeks to recognise and infuse these emerging components in the field of architecture and design with a holistic approach towards online, digital and interactive systems. The 41 papers compiled were selected through a blind review process conducted by an international review panel. To reflect the multi-disciplinary nature of this year's conference, the chapters are arranged topically to facilitate the in-depth study of key components. The component sessions include: // Web Design, Database and Networks // CAD, Modelling and Tools // Collaborative Design, Creative Design and Case Reasoning // Simulation and Prototyping // Virtual Environment and Knowledge Management // Design Education, Teaching and Learning /// We believe that this specialised approach will provide a deeper and more illuminating feel of the various components and their critical convergence in the field of architecture and design.
series CAADRIA
email
more www.caadria.org
last changed 2022/06/07 07:54

_id ddssar0202
id ddssar0202
authors Akin, Ömer and Özkaya, Ipek
year 2002
title Models of Design Requirement
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Case studies show that significant proportions of design errors and failures are linked to poor requirement specification during both early stages of design and as changes occur. Computational requirements engineering as a front-end to design iterations is a promising area addressing theseproblems. In other design disciplines, such as in software engineering, requirement engineering has given significant product improvements. In this paper, we present a state-space representation of requirement models for architectural design. The purpose of requirement modeling in design is tocreate a process by which requirements can be converted into working design solutions through frontend validation. We suggest three models of requirement specification, co-evolutionary [CoM], multiple domain [MDM] and single domain [SDM] models, that can facilitate this effort. Taken together all three models provide a full set of logical permutations of requirement-solution “worlds” and “operations.” We compare each model against the others in terms of facilitating change management and computability.
series DDSS
last changed 2003/11/21 15:15

_id ddssar0214
id ddssar0214
authors Al Hassan, F., Trum, H.M.G.J. and Rutten, P.G.S.
year 2002
title Strategic Briefing A Conceptual Process Model for Building Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Nowadays building design problems are divided in partial discipline related sub-problems. Through targeted and focused attention to sub problems however the awareness of the whole is lost. Each designparticipant gives his sub-problem first priority. In contrast in the past the master builder saw the whole problem as his problem first. Thus the process of seeing the design problem as a whole, as a result ofprioritizing, considering constraints, or strategizing, is lost in today’s practice, basically because this process is a mental and implicit process, that occurred in the brain of the multi-disciplinary master builder.In most cases it is the task of no one in a design team today. The aim of this paper is modeling this conceptual mental implicit process design using System Theory and Cognitive Psychology, trying to determine the structure of the design problem as it occurs intuitively in the brain. The result will provide us with a mechanism that enables us each time to refine a unique common design problem representation. This leads to more effective use of design team capabilities, and forms an essential basis for organizing efforts toward collaborative solutions. Also some kind of clarity is provided as to how proposed solutions are to be judged.
series DDSS
last changed 2003/11/21 15:15

_id ddssup0201
id ddssup0201
authors Alexiou, K. and Zamenopoulos, T.
year 2002
title Artificial Design and Planning Support: Interactive Plan Generation andCoordination in Distributed Decision-Making
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary In this paper we discuss some basic issues pertaining to artificial plan design as a paradigm for architectural design and urban planning support. We present a model for artificial design generation based on learning control methodologies. Plan design is seen as a search for "coordinated" solutions (changes) that satisfy distributed domain requirements and views expressed by human or artificial agents. Learning control is used as a method to search for solutions that direct partial descriptionsproduced by agents, to follow their dynamically defined targets -despite conflicting requirements. The model is simulated for land use and layout plan design, involving decisions for the location and physical configuration of a hypothetical housing and retail development.
series DDSS
last changed 2003/11/21 15:15

_id ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 15:15

_id 899b
authors Alvarado, R.G., Abufarde, F.B., Moreno, P.R. and Bravo, M.P.
year 2002
title Modelación de Actividades [Modeling of Activities]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 151-154
summary Despite increasing interest in the functionality and humanization of architecture, scarcely the occupation of buildings are studied and it lacks methods to represent activities in the spaces. By this reason, it proposes a system such integrates simulation of processes and virtual modeling software, to program the behavior of tri-dimensional characters based on the probabilistic evolution of events, testing this approach in the study of emergency services of hospitals. It describes the procedure developed and reflections about temporal representation, demonstrating that modeling of activities allows to suggest functional and spatial improvements.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2013_111
id ecaade2013_111
authors Androutsopoulou, Eirini
year 2013
title Urban Body Mutations through the Use of the Network Configuration
doi https://doi.org/10.52842/conf.ecaade.2013.1.275
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 275-281
summary Taking as a starting point the hypotheses that the urban body is a self-adapted ecology made of material and non-material components (Bateson, 1972), relationships between elements are examined in an attempt to destabilize the static division of matter and idea and to inquire into those relationships that determine the structural coupling (Maturana, 2002) between body and environment, as well as the constitution of the body itself. Contemporary technology is used in order to trace these alterations and the urban body is examined as a network configuration. The importance of the methodology adopted by the current research lies in the fact that social and economic factors merge with spatial characteristics, allowing for a visualization and re-interpretation of the urban body mutations based on self-adapted reconfigurations and for a prediction of the structural alterations made possible through the reconfiguration of the synaptic forces between elements.
wos WOS:000340635300028
keywords Mutation; urban body; visualization techniques; network; data manipulation.
series eCAADe
email
last changed 2022/06/07 07:54

_id ddssup0202
id ddssup0202
authors Antoni, J.P.
year 2002
title Urban Sprawl Modelling: Combining Models to Make Decision
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary Urban sprawl is frequently associated with the idea of an unsuitable development, leading to increasing economic, social and environmental problems. Moreover, its control is difficult because multiple patterns (concerning numerous traditional urban planning fields) overlap. In order to understand the sprawl process and to manage its consequences, it must be simplified. The construction of a decision making tool appears then interesting. The GIS-based tool presented here is being developed incollaboration between the urban planning agency of Belfort and the laboratory of geography of Strasbourg. It requires three steps: 1. quantification of the sprawl (how much areas are involved in theurban sprawl process?); 2. location of the sprawl (where are the areas defined in the first step?); 3. differentiation of the sprawl (what are the areas located in the second step?). Of course, the successionof the three stages makes the use of the complete model more complex. So, a global ergonomic user interface is being developed within the GIS, allowing to modify each parameter and to play easily numerous simulations.
series DDSS
last changed 2003/11/21 15:15

_id ddssar0204
id ddssar0204
authors Asanowicz, A.
year 2002
title Evolution of Media for Early Design Stages
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 this paper the evolution of media used at early design stages will be considered. In traditional methods of searching and presenting the design idea, the basic tool used was the graphic representation. Implementation of new digital techniques in 60s - 70s focused on the mathematical way ofrepresentation. These methods were “not architect friendly” (lack of graphic representation traditionally used by architects). As a result, the development of methods for digital support of form searching was terminated. The computer was used as a tool for drafting. Creative usage of computers for form searching through sketching on the display was extremely difficult. The computer could be described as an “incompatible pencil”. Only in recent years can we see new efforts in this area ofdesign methodology. Thanks to new technical possibilities we have a new chance for changing the process of designing. New kinds of software and hardware let us use the computer not as a pen, but as a medium. In this paper different new ways of form searching will be considered (from very simple method as the scansketches to very complicated ones, such as the generic algorithms). At the end, the influence of new media on the process of design will be presented.
series DDSS
last changed 2003/11/21 15:16

_id 1d66
authors Asanowicz, Aleksander
year 2002
title Hybrid Design Environment
doi https://doi.org/10.52842/conf.ecaade.2002.572
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. 572-576
summary This paper discusses some preliminary ideas concerning new design environment or environment of designing. Main thesis of this paper is that process of creation and perception of architecture proceed between Real and Virtual. Architecture is created by analog and/or digital media. A the result we have the multitude and diversity of spaces and tools. Defining these terms is important for understanding a new process of design and a new space of designing. It gives us possibilities to create the new design environment, in which creation of architectural form may be considered as an integrated process connecting the analog, the digital, the real and the virtual. Architectural space, as we know it from physical environments, is supplemented by a virtual space. Physical, architectural and virtual spaces share very similar features in simulation. In virtual models, the boundary between the representation of physical sites and imaginary, virtual sites is vanishing rapidly, resulting in a new reality.
series eCAADe
email
last changed 2022/06/07 07:54

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