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

PDF papers
References

Hits 1 to 20 of 236

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

_id ecaade03_373_117_wittkopf
id ecaade03_373_117_wittkopf
authors Wittkopf, Stephen K. and Foo, E-Jin
year 2003
title Discussing Image-Based Modeling Technology for 3D Digital Archival of Physical Architecture Models
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 373-380
doi https://doi.org/10.52842/conf.ecaade.2003.373
summary Besides drawings, physical models are important forms of representation commonly used for architectural design. They can serve as a useful resource for teaching and research, provided there is a proper archiving system that allows easy retrieval. Architectural models in 3D digital format seem to be able to overcome the limitation of physical constraints – they can be easily accessed anytime and anywhere over the Internet. The most common way of 3D model documentation is through geometric-based 3D CAD software. Image-based modeling (IM) allows the 3D digital model to be created from photographic images. Debevec (1998) investigated the hybrid geometry- and image-based approach whilst Tsou (2002) and Hawkins (2001) focused on the application of IM for GIS and digitizing cultural artifacts respectively. This paper aims to compare physical models and their IM counterparts in terms of communication of vital architectural information. Experiments were conducted to evaluate the extent the IM model resembled the physical predecessor in terms of its geometry and visual appearance qualities/faithfulness. A survey was subsequently carried out to compare their performance in terms of the communication of vital architectural information about building designs to the observers. The tabulated results were then examined to help understand the opportunities and weakness of IM for 3D archival of physical architecture models
keywords Image-based modeling, architecture model, digital archiving, design resource
series eCAADe
email
more http://www.arch.nus.edu.sg/akiskw
last changed 2022/06/07 07:57

_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]
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.
doi https://doi.org/10.52842/conf.caadria.2002.
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 ecaade03_587_34_asanowicz
id ecaade03_587_34_asanowicz
authors Asanowicz, Alexander
year 2003
title Architectural Composition in Digital Space
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 587-590
doi https://doi.org/10.52842/conf.ecaade.2003.587
summary In this paper the possibilities of using the computers at course of architectural compositions are considered. As the start point of the new teaching method of architectural composition we used the course of tradition architectural composition, elaborated at our Faculty. The course of Digital Architectural Composition was finished in 2002. The main goal of using the new digital media for modelling architectural forms was checking the new possibilities of form creation. Traditionally, searching of forms at the conceptual design stage is performed by using sketches, drawings and physical models. Our new method showed that is possible to do the same thing using the computerbased 3D modelling, experiencing no physical limitations of the 'real' substance. At the same time, at the early design stages, when formal value is sought, computer modelling can be done almost intuitively. In ours work we try to find a creative way of using computer - transforming the tool into medium. The attention was paid on exploring the possibilities characteristic for computers and not available with traditional methods of modelling. Architect’s tradition tools are effectively replaced by a computer, which create a new way of doing things.
keywords Architectural composition, computer modelling, method of teaching
series eCAADe
email
last changed 2022/06/07 07:54

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

_id 6ec9
authors Gibson, Ian and Kvan, Thomas
year 2002
title The Use of Rapid Prototyping for Architectural Concept Modelling
source SME Technical Paper PE02-222, The Society of Manufacturing Engineers (SME), Dearborn, Michigan, USA
summary This paper describes how Rapid Prototyping technology has been integrated into a conceptual design course in the Department of Architecture in The University of Hong Kong. Students have been using this technology for nearly 3 years now and the demand for models and the range and complexity of the models is ever increasing. A number of factors have been found to be of general interest; including the constraints of technology used; the use of colour; material and texture; and applications. Some observations on use of software are also included. As a result of this program; a large research project is now looking into the differences in the teaching of design and conceptual modelling to Architectural and Mechanical Engineering students.
keywords Engineering Design; Architectural Design; Rapid Prototyping
series other
email
last changed 2002/11/15 18:29

_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
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
doi https://doi.org/10.52842/conf.ecaade.2002.064
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 9230
authors Kvan, Thomas
year 2002
title Learning Through Structural Activity in Collaborative Computer-Aided Design
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. 355-360
doi https://doi.org/10.52842/conf.caadria.2002.355
summary The role of structural activities and other solution searching activities in design learning and problem solving have been identified in laboratory studies of problem solving and also in case studies of design teaching.. In laboratory studies, students have solved creative problems collaboratively under various communication conditions. The case studies follow students working on the same problem under two conditions – one group is taught using traditional face-to-face teaching while the other group is additionally supported by a textbased web board. This paper review findings from three experiments from which we can see that students producing above average solutions involved more structural activities than the mediocre cases. These successful cases engaged in textual expression of their design solutions. Computer tools for design should therefore support multiple representations of design work.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ec93
authors Lee, Alpha W.K.
year 2002
title From Simulation to Stimulation - Stimulative Design Computing Learning and Teaching Environment Based on Multiple Representations
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. 207-212
doi https://doi.org/10.52842/conf.caadria.2002.207
summary Design computing is an interdisciplinary field that centers on the intersection of design, computer science, and cognitive science. These multi-dimensional faces of this new paradigm necessitate a mutual understanding of computing and design as a whole, which are usually conceived as separate stages of computer-mediated design. This paper explores the use of multiple representations in stimulative design computing learning and teaching environment. This paper starts with an overview of computer-mediated collaborative learning, multiple representations and learner-centered design. Then issues related to the methodology in implementing the system are discussed. Agent models and prototype of the above computer-mediated collaborative learning system are constructed. The research is under progress.
series CAADRIA
email
last changed 2022/06/07 07:52

_id f1a5
authors Petric, J., Ucelli, G. and Ucelli, G.
year 2002
title Real Teaching and Learning through Virtual Reality
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. 72-79
doi https://doi.org/10.52842/conf.ecaade.2002.072
summary This paper addresses an articulated vision of Virtual Reality which lends itself to design collaboration in teaching, learning and communication of architectural design ideas among students, design professionals and client body during the early stages of the design process. Virtual Reality (VR) has already acquired a new degree of complexity through development of network-based virtual communities and the use of avatars. The intrinsic quality of VR technology is to support collaborative design experience. The design tools developed for this experiment are capable of creating 3D objects in a shared VR environment, thus allowing the design and its evolution to be shared. The choice of programming language (JavaTM) reflects the desire to achieve scalability and hardware independence, which in turn allows for creation of a VR environment that can co-exist between high-end supercomputers and standard PCs. The prototype design environment was tested using PC workstations and an SGI system running a Reality Centre. The research and teaching/learning experience in the collaborative design environment reported in this paper describe the development and application of software that aims to increase the opportunity for architects to collaborate within virtual worlds which enable effective and transparent information exchange.
series eCAADe
email
last changed 2022/06/07 08:00

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

_id 8c01
authors Sdegno, Alberto
year 2002
title The IDD System: Interactive Didactic Diagrams for Electronic Education - A Method for Teaching Digital Modeling for the Representation of Architecture
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. 160-163
doi https://doi.org/10.52842/conf.ecaade.2002.160
summary The Interactive Didactic Diagrams allows for the structuring of useful information in the didactics of Digital Representation of Architecture courses. It is based on the possiblity of analyzing a graphic process- the construction of an architectural element with 3D CAD software, as well as the execution of a particular geometric projection- while making use of interpolated frames. The interactive diagram permits a sequential control of necessary operations until a structure of a spacial-temporal sense is obtained. This is done in such a way as to permit the user to gradually make his/her way through the sequence of steps with the possibility of reviewing them until the process is fully understood.
series eCAADe
email
last changed 2022/06/07 07:56

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
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. 28-33
doi https://doi.org/10.52842/conf.ecaade.2002.028
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
email
last changed 2022/06/07 07:56

_id 76f8
authors Silva, Neander F. and Lima, Ecilamar M.
year 2002
title Design Process Simulation in Design Computing Teaching: The Evolution and Assessment of the Efficacy of a Hybrid Problem-Based Approach
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 236-239
summary Teaching Design Computing in the context of a design task is an idea derived from the problem based learning, PBL, movement. However, a PBL curriculum has rarely been implemented in architectural education, let alone in Design Computing education. The development and implementation of a feasible PBL Design Computing curriculum is described in this paper. The idea of teaching design computing through design-based approaches has been increasingly adopted over the past 15 years. However, most of the resulting experiments have been limited to specific courses within larger programmes. This approach has rarely affected a dedicated design computing curriculum. We describe here a post-graduate programme that has been structured around a specific design project through a set of courses in which the emphasis falls on the needs of the design process rather than on software categories. We also describe the preliminary results of the assessment carried out to verify the efficiency of theadopted approach and developed model.
series SIGRADI
email
last changed 2016/03/10 10:00

_id 428c
authors Smith, A.C., Bermúdez, J. and Striefel, S.
year 2002
title Visualizando la Naturaleza No-Visual de la Arquitectura [Visualizing the Non-Visual Nature of Architecture]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 19-23
summary During the last several years our architecture school has gone through the process of fully digitizing the studios. We, as faculty are learning much about the advantages and difficulties of teaching architectural design in this new electronic environment. This knowledge has been included in our development of a beginning design communications course that wefeel offers an important improvement in regards to our changing teaching situation. This paper presents one project from this course that introduces our students to the use of digital media for dealing with non-visual and subjective content — something contrary to what is usually associated with the teaching of digital graphics. We believe that this project breaks new ground for teaching and investigating the nature of computer graphics and through it into the very essence of our experience and understanding of architecture.
series SIGRADI
email
last changed 2016/03/10 10:00

_id c30d
authors Vassigh, Shahin
year 2002
title Learning in Digital Space: Dynamic Visualization of Structural Behavior as a Teaching Strategy
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. 37-45
doi https://doi.org/10.52842/conf.acadia.2002.037
summary This article explores the problems with the existing models employed as a basis for teachingstructures effectively in architecture programs. As a solution, it outlines the development of a multimediaeducational software package as an alternative to the less effective traditional approach.The software described utilizes a wide range of high-quality graphics, computer-generated models,animations, Virtual reality models and audio to demonstrate the principles and applications ofstructural analysis. The development of the educational software aims to provide structural analysisinstruction that is better suited to the skills, disposition, and learning needs of architecture students.
series ACADIA
email
last changed 2022/06/07 07:58

_id 6e0a
authors Craig, David Latch and Zimring, Craig
year 2002
title Support for collaborative design reasoning in shared virtual spaces
source Automation in Construction 11 (2) (2002) pp. 249-259
summary This paper discusses collaborative design, emphasizing the elaboration and transformations of a problem space, and the role that unstructured verbal communication and graphic communication can play in these processes. An asynchronous collaborative system, called the Immersive Discussion Tool (IDT), is introduced as a means for supporting productive design exchanges. IDT allows collaborators to reason about 3-D models over the Internet using view-dependent and view-independent diagrammatic marks, dynamic simulations, geometric design surrogates and text annotations. IDT relies on VRML to view the models, with an extensive Java-based interface driving the interactive behavior, including the construction and playback of graphical annotations, the management of threaded discussions, and the management of file input/output. The development and initial implementation of IDT has revealed the difficulty of constructing complex marks in a virtual 3-D space. Possible strategies for dealing with these problems are suggested.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id f542
authors Mcgill, Miranda C.
year 2002
title Shaper2D - Visual Software for Learning Shape Grammars
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. 148-151
doi https://doi.org/10.52842/conf.ecaade.2002.148
summary Shaper 2D is a Java applet and application for assisting in the learning of shape grammars. This software is examined as a facilitator for designing with shape grammars through analysis of computation in a workshop setting.
series eCAADe
email
last changed 2022/06/07 07:58

_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 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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 11HOMELOGIN (you are user _anon_551577 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002