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 480

_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 3439
authors Paranandi, M. and Sarawgi, T.
year 2002
title Virtual Reality on Architecture: Enabling Possibilities
doi https://doi.org/10.52842/conf.caadria.2002.309
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. 309-316
summary This paper examines the potential of Virtual Reality (VR) technologies for architectural applications. There has been a great deal of anticipation for its implications for architecture since Ivan Sutherland's first VR system in the 60's. The term VR was formalized and became popular in the main stream in the late 80's and became an industry by the late 90's. Although it has found good applications in Medicine, Flight Simulation, and Video Game Industry, its effect on architecture remains imperceptible. In the work that we review, we found that the success of VR in architecture has primarily been in the passive and exploratory applications. We also note that at the present time, the cost of VR systems is directly proportionate to the level of photorealism and immersion. We contend that photorealistic visualization and total immersion are not absolute prerequisites for making most design decisions. Hence, through this paper we bring to light the inherent promise of VR technology and the potential impact it could have with its current limitations, on the way we conventionally think and design our built environment pushing it beyond space and time constraints.
series CAADRIA
email
last changed 2022/06/07 08:00

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

i) those with a mobility impairment

ii) those with a visual impairment

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

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

_id e81e
authors Petric, J., Ucelli, G. and Conti, G.
year 2002
title Participatory Design in Collaborative Virtual Environments
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 159-162
summary This paper re-establishes the theoretical framework for participatory design evolved in the late sixties and early seventies as part of the movement towards a more explicit design methodology and attempts an explanation of why the concept failed to gain commitment from the architectural and urban design professionals. The issue of user participation in the processes of building and urban design is enjoying renewed attention following its relative neglect over the last 20 years due, in large measure, to significant advances in emerging information technologies, particularly multimedia, virtual reality and internettechnologies. This paper then gives an account of two significant and relevant developments in the evolution of the application of informationtechnologies with which the authors have been engaged. These are:a responsive and interactive interface to wholly immersive and realistic virtual reality representations of proposed buildings and urban neighbourhoods. an intuitive and platform-independent VR modelling environment allowing collaborative evolution of the scheme from withinthe virtual world. The efficacy of these IT developments is tested in the context of a design exercise in which three designers, from distributedlocations and using different computer platforms, collaboratively design an Information Centre from within the virtual world.
series SIGRADI
email
last changed 2016/03/10 09:57

_id ddssar0207
id ddssar0207
authors Conti, G. and Ucelli, G.
year 2002
title A Java3D Tool for Real-Time Collaboration in a Virtual Reality CAADEnvironment
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today the development of network-based virtual communities and the use of avatars have brought a new level of complexity to the meaning of virtuality, providing the technology for remote presence and collaborative experiences. In this project the intention was to pursue this articulated vision of VR in order to assist the design profession during the early stages of the design process. The objective was to provide a tool that is capable of creating 3D shapes in a shared VR environment, thus allowing thedesign and its evolution to be shared. The use of the Java programming language was a natural choice for this project. Because of Java’s performance scalability and hardware independence the concept ofCAAD has been extended, making it possible to create a VR environment that can co-exist between high-end supercomputers and standard PCs. The project is currently being tested using PCs and an SGI system running a Reality Centre. The research reported in this paper describes the architecture and application of software that aims to increase the opportunity for collaboration within virtual worlds and enable effective and transparent information exchange.
series DDSS
last changed 2003/08/07 16:36

_id f6d6
authors El Araby, Mostafa
year 2002
title Possibilities and Constraints of using Virtual Reality in Urban Design
source CORP 2002, Vienna, pp. 457-463
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design. Currently, VirtualReality —the ultimate representation— and Virtual Environments are the most growing fields of information technology and have agreat media attention. This research discusses the possibilities and limitations of applying Virtual Reality (VR) technology inenvironmental simulations for urban design practice. There is evidence to suggest that the use of such technology will enhanceconceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials andadministrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities.Specifically, this research structured in several interdependent parts: the first part is concerned with the definition of VR as well as abackground of its history and current achievements. Types and components of VR systems are described and traditional simulationtechniques are reviewd. In addition, a discussion of current attempts in incorporating VR in urban design disciplines are presented.This discussion raises the question of appropriateness of the VR techniques in urban design projects. An assesment of both potentialsand limitations of aplying this technique, i.e. VRML (Virtual Reality Modelling Language), are discussed. This study definespotentialities, constraints and problems of using this technique, and recommends future research efforts in the field of using theVirtual Reality as a medium for delivering real content for those interested in the design of the built environment.
series other
email
more www.corp.at
last changed 2002/12/19 12:19

_id caadria2006_613
id caadria2006_613
authors JAEHO RYU, NAOKI HASHIMOTO, MAKOTO SATO, MASASHI SOEDA, RYUZO OHNO
year 2006
title A GAME ENGINE BASED ARCHITECTURAL SIMULATOR ON MULTI-PROJECTOR DISPLAYS
doi https://doi.org/10.52842/conf.caadria.2006.x.m1v
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 613-615
summary To make whole one image on screens that is generated by many computers and synchronization among computers, there is a need for a network software environment for multi-projector display system. Although the development costs increase for parallel programming for multi-projector display system, there is a possibility that the program cannot be executed at an enough speed since the network bandwidth might become a bottleneck. There are some software environments for that kind of multi-projector display system like Chromium that is latest version of WireGL (Humphreys, 2001&2002). WireGL is a kind of Client-Server Model, which one rendering server sends the data of rendering to many computers. While it can use the application without modification of source, it requires heavy network traffics. The other type of operating software is VR Juggler (Cruz-Neira, 2002), and CAVE Library that is a kind of Master-Slave Model. In the Master-Slave Model, every computer has same application programs to render the image that only keep the synchronization of rendering and events. But, these programs require a specialized skill and knowledge to modify the source of program for the certain rendering PC-Cluster system.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 d5ac
authors Kalisperis, L.N., Otto, G., Muramoto, K., Gundrum, J.S., Masters, R. and Orland, B.
year 2002
title Virtual Reality/Space Visualization in Design Education: The VR-Desktop Initiative
doi https://doi.org/10.52842/conf.ecaade.2002.064
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 64-71
summary Although virtual reality (VR) is a fast-growing field, utilization of its potential within an affordable environment in the early years of architectural education has been limited. Currently, we are in the process of exploring the educational potential of virtual reality in the creation and understanding of space as a set of dynamic volumes that can be experienced. The VR-Desktop initiative is an effort to bring the salient features of projection-based VR to second-year architecture students in a way that is more generally accessible than the many canonical, first-generation, projection-based VR systems. The VR-Desktop has been implemented in the teaching of the architectural design studio in the second year of a fiveyear curriculum, as part of the physical architectural studio. Through the VR-Desktop system in the studio, students immediately start working in an immersive environment. They create space by manipulating solids and voids while evaluating the anthropometric relations of the proposed solution. The students are able to study and test conceptual details in a virtual environment from the very beginning of their architectural design project. In order to assess student perception of the usefulness of various system attributes for diverse tasks, we have begun a usability study. Thirty-five surveys were collected from the students who had used the lab during the two semesters for which the two-screen system was available. Preliminary observations indicate that within the architectural context, virtual reality techniques involving depth perception can convey relevant information to students more efficiently and with less misrepresentation than traditional techniques. This paper suggests that full field of view, motion, stereoscopic vision, and interactivity are possible components of the 3D visualization techniques that are necessary to enhance architectural education
series eCAADe
email
last changed 2022/06/07 07:52

_id f1a5
authors Petric, J., Ucelli, G. and Ucelli, G.
year 2002
title Real Teaching and Learning through Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2002.072
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
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 11fc
authors Tang, S.K., Liu, Y.T., Fan, Y.C., Wu, Y.L., Lu, H.Y., Lim, C.K., Hung, L.Y. and Chen, Y.J.
year 2002
title How to Simulate and Realise a Disappeared City and City Life? - A VR Cave Simulation
doi https://doi.org/10.52842/conf.caadria.2002.301
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. 301-308
summary Computer simulation is used well in historical architecture restoration and research in a small scale for a long time, and should be used in a larger scale to represent a city, especially a disappeared city. Therefore how to utilize computers to coordinate both architectural and cultural data of a city becomes an important issue. This study takes Chang-an City that existed 1400 years ago but disappeared now as example and tries to develop a computerized and visualized method to simulate and realize a disappeared city and it’s life. Finally, we represent simulations in a virtual reality cave (VR Cave) to make navigators evolving in and interacting with the virtual Chang-An City.
series CAADRIA
email
last changed 2022/06/07 07:56

_id b605
authors Tang, Shen-Kai and Liu, Yu-Tung
year 2002
title A Digital Reconstruction Procedure for a Disappeared City Space and Its Activities
doi https://doi.org/10.52842/conf.ecaade.2002.603
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 603-608
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN Computer simulation technology was used well in virtual archaeology during the past five years but will be insufficient gradually in the future, just because the simulations have extended from static issues, such as implements, architectures and a whole city, to motional issues, such as cultural activities in a city. This paper developed a digital reconstruction procedure that integrated three main technologies including 3D scanner, motion capture and virtual reality cave (VR Cave), and implemented it to virtually reconstruct Chang-an City that existed 1400 years ago but disappeared now. The results of the simulations are not only realistic enough to being inside but also highly approved by archeologists, art historian and architects.
series eCAADe
email
last changed 2022/06/07 07:56

_id ee65
authors Bourdakis, Vassilis and Charitos, Dimitris
year 2002
title Teaching Virtual Environment Design
doi https://doi.org/10.52842/conf.ecaade.2002.042
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. 42-49
summary In a previous paper, the authors considered the design and development of virtual environments (VEs) pointing out the need for a new direction within architectural education, leading towards a generation of VE architects. It was suggested that there is an urgent need for educating practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications. This paper focuses on the application of these principles and ideas into the structure and methodology of three VE design courses, taught by the authors. These courses are by no means suggested as exhaustive examples of teaching this subject. They are seen as preliminary approaches, adapting to the educational context they are integrated within. Bearing in mind the problems relating to teaching large numbers of students with a design studio approach, difficult concepts, resources availability, fighting misconceptions, techno-phobia the following areas are discussed in the hope that they will contribute to VE design curricula in the near future.
series eCAADe
email
last changed 2022/06/07 07:54

_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
last changed 2022/06/07 07:50

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_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 ga0219
id ga0219
authors Schadewitz, Nicole and Jachna, Timothy
year 2002
title Using Social Interaction in Generative Design of Shared Virtual Spaces
source International Conference on Generative Art
summary The proposed paper outlines research findings in the field of generative design of visual virtual chat spaces. It discusses social interaction as a central determining factor in the generation of virtual spaces through and for chat communication on the World Wide Web. Social interaction in a chat room is based on communication using written text. The research and design results of this project involve the translation of chat statements into three-dimensional virtual objects according to - criteria derived from theories of virtual and social space, - the production of space through action and interaction of the users of the interface and - the translation of the components of written text (words and characters) into three-dimensional virtual forms. The generation of a dynamic, virtual, social structure is based on criteria deduced from systems of interaction within social space. The visual social structure, reflected in the shape and spatial relation of the three-dimensional objects, evolves as source for feedback processes and therefore as “re-generation” of social interaction. This paper documents the design, implementation and evaluation of the described system. It represents an outset and a first manifestation of a new project in cultural-differentiated user-interaction-centred generative approaches in interface design of chat room applications.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c30d
authors Vassigh, Shahin
year 2002
title Learning in Digital Space: Dynamic Visualization of Structural Behavior as a Teaching Strategy
doi https://doi.org/10.52842/conf.acadia.2002.037
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
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 1389
authors Bustos, Gabriela L. and Burgos, Iván P.
year 2002
title Desarrollo y Aplicabilidad de Menús Virtuales en VRML [Architectonic Development and Applicability of Virtual Menus in VRML]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 199-202
summary The Virtual Reality Modeling Language (VRML), has allowed extend all of its resources and possibilities for Architectural Applications under the same Virtual Reality’s technology platform. In order to take advantages of its possibilities, this resource focus on exposes the development and application of virtual menus in VRML and Java Script as a first step for the creation of Synthetic Environment Laboratory in the faculty of Architecture and Design of University of Zulia, Venezuela. It presents in short, how algorithms were defined to design the menus, the use of a program in Visual Basic that permit addition of virtual menus toany WRL file, without any programming approach, as well as specific samples of applicability of the menus developed in a VRMLenvironment and how they are included in a methodological model of architectural design.
keywords virtual reality, synthetic environments, architectural design, inmersive projection systems.
series SIGRADI
email
last changed 2016/03/10 09:47

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