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 399

_id e526
authors Wang, Jun
year 2002
title VIDI: A Lightweight Protocol Between Visualization Systems and Digital Libraries
source Virginia Polytechnic Institute and State University
summary Achieving interoperability between digital libraries and visualization tools is a difficult problem. To solve this problem, a version of the Open Archives Initiative (OAI) Protocol for Metadata Harvesting called VIDI is proposed. It is a lightweight protocol, which contains only 5 request verbs -- Identify, ListMetadataFormats, ListVisdataFormats, ListTransformers, and RequestResultSet. It is extended from the OAI protocol, which enables its simplicity and wider acceptability. It is flexible, which avoids a rigid architecture in implementation. It is general, so it can apply to all kinds of Visualization Systems and Digital Libraries. But most importantly, it reaches our goal of enabling operability between Visualization Systems and Digital Libraries. The protocol design and implementation details are given. Two prototype systems are implemented to demonstrate the above features. Implementation details are given about ENVISION-ODL and ENVISION-MARIAN. Analysis, evaluation, and conclusions reinforce the discussion of the benefits of VIDI.
keywords OAI; VIDI; Interoperability; Protocol; Visualization; Digital Libraries
series thesis:MSc
email
more http://scholar.lib.vt.edu/theses/available/etd-07012002-145841/
last changed 2004/06/02 19:12

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

_id ga0212
id ga0212
authors Colakoglu, Birgul
year 2002
title An Informal Shape Grammars for Interpolations of Traditional Bosnian Hayat Houses in a Contemporary Context
source International Conference on Generative Art
summary This paper explores the use of an informal shape grammar method for Hayat house form interpolations. Interpolations are new house forms, which carry stylistic characteristics of an existing design language but are inserted into a context, which responds to a contemporary life style. The study is based on a corpus of eight Hayat houses designed in the classic Ottoman style in the 18th and 19th century in Sarajevo. The hayat is a large shaded gallery open to the garden. It occupies the most important place in the composition of the plan. In this study, a form-driven design strategy is applied. The emphasis is given to new house form generation. The generation of a new house form within the grammar proceeds in four steps: (1) Primitive hayat house generation, (2) sub-house generation, (3) House variations, (4) House development. The shape rules used in the process of hayat house interpolations are mostly informal and explain in general terms how certain parts of the form are modified.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0653
authors Czerner, Jürgen and Gatermann, Harald
year 2002
title Modeling and Rendering Virtual Architecture by Using Fisheye-Panorama-Based Images and Lightings in HDR-Quality
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 172-174
summary We use digitally made spherical panoramas as background for vr visualisation in architectural sceneries instead of stitched photographs (fisheye-based or serical-mirror-based). For this reason we had the idea to develop the first fisheye-based digitalscanning panorama-camera together with the manufacturer Spheron. The ultimate step in reaching optimal quality not only as a background but also as a source of lighting the background-image is taken as a HDR-image. The high-dynamic-range-technology was developed by the Californian scientist Paul Devebec. High dynamic photographs contain a broader range of information between the very bright zones down to the very dark zones - a lot more than “normal” photographs (digital and analogue), which are named LDR (low dynamic range in comparison to HDR). Some software-products in the field of cad-visualisation in virtual and augmented reality already enable the use of HDR-images and open a new field of controlling daylight and artificial light simulations with photographed backgrounds instaed of synthetic ones. The combination of digitally produced (scanned) spericalimages 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).
series SIGRADI
email
last changed 2016/03/10 09:50

_id a207
authors Czerner, Jürgen and Gatermann, Harald
year 2002
title Modeling and rendering virtual architecture by using fisheye-panorama-based images and lightings in HDR-quality
doi https://doi.org/10.52842/conf.ecaade.2002.569
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. 569-571
summary We use digitally made spherical panoramas as background for vr-visualisation in architectural sceneries instead of stitched photographs (fisheye-based or serical-mirrorbased). For this reason we had the idea to develop the first fisheye-based digital-scanning panorama-camera together with the manufacturer Spheron. The ultimate step in reaching optimal quality not only as a background but also as a source of lighting the background-image is taken as a HDR-image. The high-dynamic- range-technology was developed by the Californian scientist Paul Devebec. High dynamic photographs contain a broader range of information between the very bright zones down to the very dark zones - a lot more than “normal” photographs (digital and analogue), which are named LDR (low dynamic range in comparison to HDR). Some software-products in the field of cad-visualisation in virtual and augmented reality already enable the use of HDR-images and open a new field of controlling daylight and artificial light simulations with photographed 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).
series eCAADe
email
last changed 2022/06/07 07:56

_id 3ad9
authors Dierckx, T., Stellingwerff, M. and Verbeke, J.
year 2002
title Relating to the ‘real’ Theories for and Experiences with Educational Database Systems
doi https://doi.org/10.52842/conf.ecaade.2002.080
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. 80-87
summary One of the most ubiquitous computer applications is the database. Common databases are capable of handling massive amounts of data, which allow users to instantly find the factual data they seek. In most cases the assistance of a database is straightforward and objective. However, when people work with databases with a rich and diverse content, this can lead to unexpected findings, surprises and possibly a revolution in their understanding of a design problem. Furthermore multimedia databases and the systems with a more enhanced set of interactive features provide more appealing results. Databases become most interesting when the creators and the users can rise the data to a level that touches knowledge, wisdom and creativity. This paper goes into questions about the application of databases in architectural education. What can be the role of databases in the education of next generation architects? What should educators offer the students through database content, or what should be left open for creative initiatives? We present a broad overview of possible database content, various modes of interaction with the databases and several ways of representation of the database content. The overview shows areas where educational database technology is still underdeveloped and areas where a lot of concurrent databases exist. The theoretical overview enabled us to set out a further strategy for database applications in our school of Architecture. Besides the theory, we present our recent experiences with a database for architectural realizations. The database of buildings can be used in different educational exercises.
series eCAADe
email
last changed 2022/06/07 07:55

_id 8301
authors Garner, S. and Mann, P.
year 2002
title Interdisciplinarity: Perceptions of the Value of Computer Supported Collaborative Work in Design for the Built Environment
doi https://doi.org/10.52842/conf.caadria.2002.221
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. 221-228
summary This paper presents the findings from a study into the current exploitation of CSCW in design for the built environment in the UK. The research is based on responses to a web-based questionnaire. Members of various professions including civil engineers, architects, building services engineers and quantity surveyors were invited to complete the questionnaire. The responses reveal important trends in the breadth and size of project teams at the same time as new pressures are emerging regarding team integration and efficiency. The findings suggest that while CSCW systems may improve project management (e.g. via project documentation) and the exchange of information between team members it has yet to significantly support those activities that characterize integrated collaborative working between disparate specialists. The authors conclude by combining the findings with a wider discussion of the application of CSCW to design activity – appealing for CSCW to go beyond multidisciplinary working to achieve interdisciplinary working.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 265f
authors Groisman, M., Montagu, A.F. and Pimentel, D.
year 2002
title El ciclo, la línea y la trama. Las formas de aproximación a una educación en perpetua reforma [The cycle, the line and the grid. Ways to approach towards a progressive education.]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 47-50
summary The present situation of the educational procedures in Latin American countries are under a critical process of paradigmatic changes as a by product of the last connection with the industrial world and the first one of the “information society”. The design disciplines has been affected by this situation and started to be the main challenge for architects and designers in order to understand the potentialities of the new technologies avoiding to be used as simple “cliches”. Regarding digital technologies, the graduated and post graduated strategy for the new courses should be organized as flexible and open systems avoiding the “clip art” environment and the obsolete models of education. The “digital culture” combined with extensive procedures of “information technology” has defined an overwhelming expansion of “virtual services” (intangibles) in opposition of the “world of objects” (tangibles). Therefore we have been organized a new “digitaldesign”course at post graduated level comprising five careers (Architecture, Industrial, Graphic, Textil and Garment, and Imageand Sound Design) of our Faculty.
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 9d2e
authors Liu, H., Tang, M. and Frazer, J. H.
year 2002
title A Knowledge Based Collaborative Design Environment
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 233-246
summary In this paper, we propose an agent based collaborative design environment in which human designers and software agents interact with each other, exchange design information and keep track of state information to assist with collaborative design. First of all, it presents a hierarchical multi-agent system architecture for integrating design and engineering tools, software agents and human specialists in an open environment. The hierarchical multi-agent system architecture offers a promising framework with their novel approaches for dynamically creating and managing design tasks in widely distributed and ever-changing design environments. Secondly, it introduces a collaborative design process model and the dynamic management approach for collaborative design process. Then, the structure of a design agent, its static knowledge and dynamic knowledge are introduced respectively. The knowledge based design approach provides a foundation for supporting reusable design activities. Finally, the cooperative design process is illustrated by a bicycle design example.
series other
email
last changed 2003/05/10 10:16

_id 31ca
authors Martens, B., Björk, B.-C. and Turk, Z.
year 2002
title Open, Self Organising Repository for Scientific Information Exchange - The SciX Project
doi https://doi.org/10.52842/conf.ecaade.2002.222
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. 222-229
summary In the paper-based world, CAAD-associations, such as eCAADe, and scientific publishers aim at getting the right people together and for making sure their work gets distributed to their peers. Electronic networks, such as the Internet, are providing scientists with the means to pursue those activities on their own. In this paper we present the goals of an EU project called SciX. The goal of SciX is to analyze the business processes of scientific publishing, to invent new publication models and through a series of pilots to demonstrate how this should work. In the envisioned scenarios, professional associations such as eCAADe play an important role. Their members are the potential users of SciX’s platforms, authors and readers of the papers. Associations could also become the publishers and archivists of the knowledge created within their respective community. The objectives of this contribution focus on involving the eCAADecommunity in the developments in SciX, on fine-shaping the goals as well as on defining the requirements and monitoring the usability of the pilots.
series eCAADe
email
last changed 2022/06/07 07:59

_id 6b05
authors Martens, B., Björk, B.-Chr. and Turk, Z.
year 2002
title Open, Self Organising Repository for Scientific Information Exchange
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 116-120
summary In the paper-based world, CAAD-associations, such as SIGRADI, and scientific publishers aim at getting the right people together and for making sure their work gets distributed to their peers. Electronic networks, such as the Internet, are providing scientists with the means to pursue those activities on their own. In this paper we present the goals of an EU project called SciX (Scientific information eXchange). The goal of is this project is to analyze the business processes of scientific publishing, to invent new publication models and through a series of pilots to demonstrate how this should work. In the envisioned scenarios, professional associations such as SIGRADI play an important role.
keywords Scientific Knowledge Management, Retrospective CAAD Research, CAADrelated Publications, Web-based Bibliographic Database, Machine Learning
series SIGRADI
email
last changed 2016/03/10 09:55

_id 4f57
authors Nikiforiadis, Faidon and Pitts, Adrian
year 2002
title A Study of the Accuracy of Daylighting Simulation of Heavily Obstructed Buildings in the Urban Canyons of Athens
doi https://doi.org/10.52842/conf.ecaade.2002.456
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. 456-463
summary This paper deals with the use and evaluation of daylighting simulation tools in relation to a complex urban environment. The environment concerned is one commonly found in city centre areas where the proximity of buildings leads to the creation of ‘urban canyons’; the result of this is that assessment and simulation of daylight requires a more sophisticated approach than for other situations. In urban areas building layout is the most important factor effecting daylight, sunlight and solar heat gain reaching a building. It also affects sunlight in open spaces, ventilation, shelter and the dispersal of pollutants. In order to produce a more realistic understanding of the dynamic effects of daylight, there is a need not only for the research and development of advanced CAD and lighting simulation tools, but also of the study of possible alternative methods in their application. In the work reported in this paper, an attempt has been made to move the focus of lighting and daylighting simulation from the scale of a room to that of a whole building; the building itself being surrounded by its specific urban environment (including its microclimate). The study evaluates if there is sufficient evidence that it is possible with such complexity to reach reliable computation results after executing the simulation. The case study presented uses a 4D model of an urban canyon to investigate the sensitivity of such a complex simulation system. It can also be used to find ways to analyse and predict how daylight is reflected, refracted, scattered, diffused, polarised, diffracted and absorbed as it traverses an urban environment.
series eCAADe
email
last changed 2022/06/07 07:58

_id c456
authors Papamichael, K., Lai, J., Fuller, D. and Tariq, T.
year 2002
title A Web-based Virtual Lighting Simulator
doi https://doi.org/10.52842/conf.acadia.2002.269
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. 269-277
summary This paper is about a web-based “virtual lighting simulator” that is intended to allow architects andlighting designers to quickly assess the effect of key parameters on the daylighting and lightingperformance in various space types. The virtual lighting simulator consists of a web-based interfacethat allows navigation through a large database of images and data, which were generated throughparametric lighting simulations. In its current form, the virtual lighting simulator has two main modules,one for daylighting and one for electric lighting.The daylighting module includes images and data for a small office space, varying most key daylightingparameters such as window size and orientation, glazing type, surface reflectance, sky conditions, andtime of the year. The electric lighting module includes images and data for five space types (classroom,small office, large open office, warehouse and small retail), varying key lighting parameters such as theelectric lighting system, surface reflectance, and dimming/switching.The computed images include perspectives and plans and are displayed in various formats to supportqualitative as well as quantitative assessment. The quantitative information is in the form of iso-contourlines superimposed on the images, as well as false color images and statistical information on workplane illuminance. The qualitative information includes images that are adjusted to account for thesensitivity and adaptation of the human eye. The paper also contains a section on the major technicalissues and their resolution.
series ACADIA
email
last changed 2022/06/07 08:00

_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 ascaad2007_026
id ascaad2007_026
authors Sarji, E.A.; A. Rafi and R. Mat Rani
year 2007
title Preparing a multimedia-based gallery for institute of higher learning: A case study of Malaysian experience
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 305-316
summary While the majority of medium and small sized institutions still rely on their physical or traditional content, it has been observed a pre-disposition usually by major, recently founded or contemporary art institutions to display net-based projects (Buiani, 2001) and to some extent established as a permanent display. This changing of exhibitions has penetrated in many Asian galleries and as a result many schools trying to re-position and present in such a way that it can be easily changed and adapted to host multimedia, Internet, interactive and computer-based content. This funded research project investigates the functions of gallery in IHL in Malaysia. A triangulated study was conducted to understand the potentials and issues faced by galleries in public and private universities focusing on design schools that include art and design, and architecture. This research starts with the understanding of gallery design theories. It is then followed by a qualitative method survey to all galleries in the IHL. This research continues with an in depth study and a survey on Electronic Gallery (e-Gallery), Faculty of Creative Multimedia (FCM), Multimedia University (MMU) to understand between the theories and design ideas. A set of questionnaires was developed based on Mathews (1991) and Stewart’s (2002) principles and guidelines on research methods and distributed to visitors throughout a period of time consisting of open-ended, close-ended, Likert Summated Rating Scale and Multiple-choice. This involved a controlled group of visitors comprises students and staff of the faculty. The results of these studies will be used as a reference to further conduct a wider scope of galleries worldwide towards designing a multimedia-based gallery framework for Institute of Higher Learning.
series ASCAAD
email
last changed 2008/01/21 22:00

_id eaea2001_0
id eaea2001_0
authors Schmidt, J. Alexander and Schlömer, Natascha (Eds.)
year 2002
title ENVIRONMENTAL SIMULATION - NEW IMPULSES IN PLANNING PROCESSES
source Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1, 225 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_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 0f8b
authors Wang, Yufei and Duarte, José Pinto
year 2002
title Automatic generation and fabrication of designs
source Automation in Construction 11 (3) (2002) pp. 291-302
summary A framework for the generation and fabrication of architectural massing designs is presented. The framework consists of a computer program, which generates designs based on shape grammars, and rapid prototyping technologies that produce physical models of generated designs. The goal is to illustrate how geometrically complex designs, difficult to produce by hand, can be generated based on a few basic shapes and rules. The software developed uses Java, Open Inventor and cutting-edge 3D graphics technology. The extension of the proposed framework to one using the World Wide Web is briefly discussed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id caadria2006_581
id caadria2006_581
authors KUO-HSIEN HUANG, CHING-HUI HUANG
year 2006
title APPLICATIONS OF THE DIGITAL MODEL DATABASE FOR TAIWAN CITY AND ARCHITECTURE: The interactive entertainment platform
doi https://doi.org/10.52842/conf.caadria.2006.x.d1a
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 581-583
summary In Taiwan, the National Science Council (NSC) has launched the “National Digital Archives Program” (NDAP) since 2002. We participated in two projects: “The 3D digital museum of Taiwan city and architecture” and “Digital model database and professional service for Taiwan city and architecture”. The first one attempted to build a virtual museum for Taiwan city and architecture through the past four hundred years. The second one was a value-added project which intended to further apply the digital contents of the previous one. This project was consisted of 3D refined data, digital knowledge database, and architecture professional service. We were responsible for the 3D refined data. As a result, the digital model database included three cities: Hsinchu, Chiayi, and Tainan, as well as sixty-four architecture models. The interactive entertainment platform is an important leisure in our daily life. In general, the interactive entertainment includes five types: arcade game, PC game, on-line game, TV game, and mobile entertainment. This research pays attentions to the arcade game which presents dynamic interactions between machine and users. Following the improvements of design techniques, we have opportunities to experience many arcade games with different purposes, such as drum game, dance game, and fishing simulator. However, we further apply the digital model database to create an interactive entertainment platform for a racing arcade game.
series CAADRIA
email
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