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 514

_id 811b
authors Wan, P.-H. Liu, Y.-T. and Lee, Y.-Z.
year 2002
title The Co-existence between Physical Space and Cyberspace - A Case Study
doi https://doi.org/10.52842/conf.ecaade.2002.597
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. 597-602
summary This paper reports on the relationship between physical space and cyberspace, with a case study. Three approaches are discussed of this co-existent relationship, the image, the user ID with avatars and the map with real-time information from the real world. Besides, we pose a 3D new-type form of cyberspace without concrete spatial boundaries and elements. In this kind of cyberspace, the user interface becomes relevant crucial. This research propose two methods to be the principles of the user interface, the stick with the spatial place and the 2D visual elements transplanted from 2D typical website. Furthermore, multi-user interaction and single user interaction are separately discussed in different hierarchical layers with diverse issues. This research deals with a case in progress and all phenomenon is preliminarily discussed.
series eCAADe
email
last changed 2022/06/07 07:58

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id 263a
authors Bermúdez, Julio
year 2002
title Implicaciones Arquitectónicas de La Naturaleza del Hacer en Ambientes Digitales [Architectonic Implications of the Nature of the Digital Atmosphere ]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 142-145
summary Architectural Implications of the Nature of Making in Digital Environments There exists an a-priori relationship between the basic structural constrains of an environment and the types of construction that may evolve there. For instance, the inexorable laws of nature have caused architecture to develop as a physical, stable, containing and inert object. Hence there are good reasons to study how cyberspace with its different ontological foundations may define the architecture to be built there. This examination may be best accomplished by concentrating in how what is structurally unique to the cyber impacts architectural design This paper investigates the ontology of construction in cyberspace by analyzing ordinary digital laws that defy reality. The findings both challenge our traditional conceptions of architecture and guide us toward totally unprecedented design potentials. The goal is to begin building a fundamental theory of architectural space, design and construction applicable to cyberspace.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ed3c
authors Kuenstle, Michael W.
year 2002
title Escarpment Study in a Virtual Flow Environment: A Comparative Analysis of a Single Building Type Modeled in Varying Topological Situations
doi https://doi.org/10.52842/conf.acadia.2002.239
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. 239-247
summary This paper documents the progress of research to investigate the integration of 3-dimensionalcomputational modeling techniques into wind mitigation analysis and design for building structureslocated in high wind prone areas. Some of the basic mechanics and theoretical concepts of fluid flowand wind pressure as well as their translation into design criteria for structural analysis and design arereviewed, followed by a discussion of a detailed Computational Fluid Dynamics (CFD) application casestudy for a simulated "3-second gust" hurricane force wind flow over a low rectangular building locatedin a coastal region of south Florida. The case study project models the wind flow behavior and pressuredistribution over the building structure when situated in three varying conditions within a single terrainexposure category. The simulations include three-dimensional modeling of the building type constructed(1) on-grade in a flat coastal area, (2) above grade with the building elevated on structural columns, and(3) on-grade downwind of an escarpment. The techniques and parameters for development of thesimulations are discussed and some preliminary interpretations of the results are evaluated bycomparing their predictions to existing experimental and analytical data, with special attention paid tothe numerical methods outlined in the American Society of Civil Engineers, Minimum Design Loads forBuildings and Other Structures, ASCE 7-98.
series ACADIA
email
last changed 2022/06/07 07:52

_id 5c07
authors Lee, H.-L., Liu, Y.-T., Chen, S.-C., Tang, S.-K. and Huang, C.-P., Huang, C.-H., Chang, Y.-L., Chang, K.-W. and Chen, K.-Y.
year 2002
title A Comparative study of protocol analysis for - Spatiality of a Text-based Cyberspace
doi https://doi.org/10.52842/conf.ecaade.2002.262
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. 262-266
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN The adaptation of the word cyberspace (Gibson, 1984) following the emergence of the World Wide Web Internet not only succinctly revolutionized the correlation of time and space but also poised to challenge how we view the existing spatial concept. This research tries to use protocol analysis to examine text-based cyberspace, such as bulletin board, chart rooms and so forth, and the objective of this research is to realize the spatiality of cyberspace through the cognitive point of view, and to compare the differences of the definitions and perception ways of spatiality between people with general domain and in design fields. Finally, we validate the existence of cyberspace, where the process not only allows further categorization of spatial elements concluded from the earlier study, but discover that varied backgrounds can affect how a user defines and perceives cyberspace (Strate, 1999).
series eCAADe
email
last changed 2022/06/07 07:51

_id 6cde
authors Liapi, Katherine A.
year 2002
title Transformable Architecture Inspired by the Origami Art: Computer Visualization as a Tool for Form Exploration
doi https://doi.org/10.52842/conf.acadia.2002.381
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. 381-388
summary Membrane packaging has been the main feature of the earliest prototypes of transformablearchitecture. Similar concepts of spatial transformation are encountered in the origami art where aplanar paper surface, after folding, transforms to a 3-dimentional object. The geometric configuration ofcreases on a sheet of paper before folding, as well as the topological properties of 3D origami papermodels, have been recently addressed, and can be used as a guide for the design of new forms.Because membranes in general can be considered surfaces of minimal thickness, principles of theorigami art and math can find applications in the conception and design of transformable membranestructures for architecture. This paper discusses how computer visualization can be used to explorethe potential application of ideas borrowed from the origami art in the conceptual design oftransformable structures. A two-case study that shows how origami math is integrated in the computervisualization of a potential architectural application is included. The same study also shows thatanimated simulations of the transformation process during folding can identify problems in the initialgeometric conception of an origami type structure, and can be used for further morphologicalexplorations.
series ACADIA
last changed 2022/06/07 07:59

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 3ffc
authors Kalisperis, L., Otto, G., Muramoto, K., Gundrum, J., Masters, R. and Orland, B.
year 2002
title An Affordable Immersive Environment in Beginning Design Studio Education
doi https://doi.org/10.52842/conf.acadia.2002.047
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. 47-54
summary This paper presents work exploring the potential of virtual reality (VR) within an affordable environmentin the early years of architectural education has been limited. Through an immersive environmentsystem in the studio, students create space by manipulating solids and voids while evaluating theanthropometric relations of the proposed solution. The students are able to study and test conceptualdetails in a virtual environment from the very beginning of their architectural design project.We carried out a usability study in order to assess student perception of the usefulness of varioussystem attributes for diverse tasks. Thirty-five surveys were collected from the students who had usedthe system. Observations indicate that within the architectural context, virtual reality techniquesinvolving depth perception can convey relevant information to students more efficiently and with lessmisrepresentation than traditional techniques.
series ACADIA
email
last changed 2022/06/07 07:52

_id 812e
authors Kobayashi, Yoshihiro
year 2002
title 3D City Model Generator: The Application of Neuro-Fuzzy Systems in CAD
doi https://doi.org/10.52842/conf.acadia.2002.163
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. 163-174
summary This paper introduces a computer-aided design (CAD) system in which a neuro-fuzzy system isintegrated as a main engine for learning. Specifically, a computer system that generates 3D city modelsfrom satellite images is formulated, implemented, and tested. Techniques from neural networks, fuzzysystems, image processing, pattern recognition, and machine learning constitute the methodologicalfoundation of the system. The usability and flexibility of the system are evaluated in case studies.
series ACADIA
email
last changed 2022/06/07 07:51

_id 24ff
authors Mark, Earl and Aish, Robert
year 2002
title Exploring New Pathways Between Physical and Virtual Models - The Vaults at Fountains Abbey
doi https://doi.org/10.52842/conf.ecaade.2002.464
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. 464-470
summary The first generations of computer aided design systems were largely characterized by geometrical modeling software that could, in some applications, generate physical output in the form of computer aided manufacturing. More recently the technology has expanded to include a variety of ways to reverse direction, such that physical objects are captured and translated into computer graphics geometrical models. Laser surveying methods that produce point clouds are among the newer technologies that make this possible. The interpretation of the point clouds and translation of them into a computer graphics three-dimensional model can be subject to various mediation processes. This paper reports on a translation environment that interprets the point clouds so as to not just replicate the physical world, but rather encapsulates it towards the refinement and realization of geometry design objectives. A case study of Fountains Abbey, a Cistercian Abbey in the United Kingdom, serves as the basis for experimentation and control of surface geometry.
series eCAADe
email
last changed 2022/06/07 07:59

_id b6f7
authors Morozumi, M., Sueshige, Y., Uchiyama, T. and Inoue, S.
year 2002
title Linked QTVR System for SimulatingCitizens’ Strolling Around Activities
doi https://doi.org/10.52842/conf.acadia.2002.217
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. 217-227
summary This paper discusses a city model using the linked QTVR (cylinder-VR) technique to study relationshipsbetween people’s behavior while strolling around downtown shopping districts, and visual stimuli in eachpart of the district. At the beginning of the study, because a large city model was required, a majorobstacle was the necessity of taking a large number of photographic images of the area, especiallyimages with wide vertical view angles. The objectives of this paper are to: (a) discuss the major featuresof the simulation system and its uses for the study, (b) discuss a refined method of producing acylindrical image of QTVR allowing the operator to look up almost 56 degrees, and (c) evaluate theperformance of the developed system through experiment by 30 university students who know thedistrict well.
series ACADIA
email
last changed 2022/06/07 07:59

_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 6862
authors Ozel, Filiz and Kohler, Niklaus
year 2002
title Data Modeling Issues in Simulating the Dynamic Processes in Life Cycle Analysis of Buildings
doi https://doi.org/10.52842/conf.acadia.2002.187
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. 187-195
summary Typically, in simulating the dynamic processes in buildings, data modeling efforts require the modelingof the building geometry, its components and the relationship between these components, as well asthe modeling of the process that is under study. For example, in simulating the life cycle of a building,one must simulate the flow of materials as well as the flow of information as part of the processmodeling, while a component model is needed to represent the building as an artifact. A third aspect ofthis modeling effort constitutes the simulation of human intervention, i.e. the decision process that mightaffect the nature of the building itself as well as the process that acts upon it. For example, the decisionto remodel a certain component clearly affects both the component itself as well as the process ofaging, when life cycle of buildings is simulated. This paper looks at the data modeling requirements ofthe simulation of building life cycle within the context of the three parameters mentioned above: datamodel for buildings; process models and decision models. Temporal issues in data modeling, such asversioning for components, keeping track of data that are related to change and remodeling, andbuildings as temporal-spatial entities for life cycle analysis purposes are also addressed.
series ACADIA
email
last changed 2022/06/07 08:00

_id bff9
authors Proctor, George (Ed.)
year 2002
title ACADIA 2002 [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.2002
source 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, 446 p.
summary The 2002 ACADIA conference finds digital tec_nology ubiquitous as the Association for Computer Aided Design in Architecture moves into its third decade. The organization of ACADIA is on the threshold of restating its mission. After 20 years, many of the organization’s initial objectives have been achieved. ACADIA members have been instrumental in the development of design software, and in bringing computers and digital technology into architectural practice and design school curriculum. At first, ACADIAns faced the debate over the appropriateness and utility of digital technology in the disciplines of architecture, planning and building science. Today the use of computers and information technology is widely accepted by architects and CAAD and digital technology have brought profound change to design practice. The debate in ACADIA has long since moved from "should we use this technology" to "how", "for what" and "why". Now that many practitioners, learning institutions and professional organizations have taken up the call, ACADIA must restate its mission, if it wishes to remain “distinct”. This does not mean that the work of ACADIA is complete. Much remains to be done and much more needs to be improved. ACADIA’s Mission Statement places particular focus on “education and the software, hardware and pedagogy involved in education.” And “(t)he organization is also committed to the research and development of computer aides that enhance design creativity, and that aim at contributing to the construction of humane physical environments.” These are the areas that continue to evolve, grow and provide for ACADIA’s continued relevance. The ACADIA 2002 conference theme reflects the state of digital technology’s application to the discipline, as much as it refers to ACADIA’s future. With the general acceptance of digital technology and CAAD, we have arrived at a place where the work of great interest and relevance lies in the space between what is digital and what is analog. The environments of real space and cyberspace have in a very short time become so intertwined that the space between real and virtual (not to be confused with reality and fantasy) is becoming indistinguishable. You cannot eat, travel, use public utilities, bank, shop, vacation or recreate without at the very least coming into contact with or passing through information space. The landscape between these two environments has become a cultural phenomenon for those societies with access to the Internet and information networks. And while the computer and World Wide Web have empowered individuals, the collective impact of the technology holds all the potential and problems that similarly emerged in other technology induced landscapes. Consider this last point in the context of ACADIA’s stated mission to “enhance design creativity while contributing to the construction of humane physical environments.” And you can see why many of the 260 initial submissions to this conference were in the area of design artifacts and design methodology, providing evidence that ACADIA’s mission remains relevant and in accord with the trends of research and professional creative activity.
series ACADIA
email
last changed 2022/06/07 07:49

_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 8244
authors Stoter, Jantien E. and Ploeger, Hendrik D.
year 2002
title Multiple Use of Space: Current Practice of Registration and Development of a 3D Cadastre
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.1-I.16
summary A cadastral registration system provides insight in rights and limited rights related to (2D) parcels. In case of multiple use of space, the 2D parcel has shown its limitations. To illustrate this we describe two cases in this paper. At our Department a research is carried out in collaboration with the Netherlands’ Kadaster to study the 3D issue of cadastral registration in a fundamental way. During this research a prototype of a 3D cadastre is being developed, in which rights established on 2D parcels can be represented in 3D (3D right-objects). We give a description of this prototype and demonstrate that the introduction of 3D right-objects improves the insight in the vertical component of rights considerably by applying this concept to the described cases. Future research will focus on defining the 3D right-objects more precisely in 2D and 3D (geometrically as well as topologically) and on the registration of 3D physical objects (objects as they occur in the real world). The last will require more drastic adjustments in the current cadastral registration system.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:40

_id 765f
authors Adam, Holger
year 2002
title Reinterpretation or replacement? The effects of the information and communication technologies on urban space
source CORP 2002, Vienna, pp. 345-349
summary The timid question “Virtual spaces or real places?” forms the core of many debates within the spatial sciences addressing theconsequences of the rapid development of information and communication technologies1 on existing spatial structures. So far several opinions rival each other for the interpretation of current and the prediction of future spatial developments. The spacelessness ofcomputer networks and the possibility to transmit data in real-time have lead visionaries to predict a far-reaching devaluation of timeand space, so questioning the future importance of traditional spatial structures: The “annihilation of distance and time constraints [incomputer networks] could undermine the very rationale for the existence of the city by dissolving the need for physical proximity”(Graham and Marvin 1996: 318). The disappearance of the city into the net, therefore, seems to become a distinct possibility.
series other
email
more www.corp.at
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 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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