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 602

_id ecaade03_029_203_kieferle
id ecaade03_029_203_kieferle
authors Kieferle, Joachim and Wössner, Uwe
year 2003
title Combining Realities - Designing with Augmented and Virtual Reality
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 29-32
doi https://doi.org/10.52842/conf.ecaade.2003.029
summary Augmented Reality (AR), the layering of reality and virtuality, can be used as a tool in architecture in model scale as well as in 1:1 scale on site. By combining real architecture models with virtual representations like e.g. wind simulation an intensive understanding for impacts can be observed. Coupling AR with further virtual environments (AR and Virtual Reality) in one scenario makes AR a tangible interface for VR and on the other hand supports the group discussion of distributed teams.
keywords Augmented Reality, Virtual Reality, Visualization, Interaction, Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:52

_id caadria2003_c5-1
id caadria2003_c5-1
authors Hoon, M. , Jabi, W. and Goldman, G.
year 2003
title Immersion, Interaction, and Collaboration In Architectural Design Using Gaming Engines
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 721-738
doi https://doi.org/10.52842/conf.caadria.2003.721
summary "This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?Z offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems . Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,"
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20031105
id ijac20031105
authors Kieferle, Joachim B.; Herzberger, Erwin
year 2003
title The "Digital year for Architects" - Experiences with an Integrated Teaching Concept
source International Journal of Architectural Computing vol. 1 - no. 1
summary The "digital year for architects" is an integrated course for graduate architecture students that has been running since 1997, at Stuttgart University. Its concept is to link together traditional design teaching and working with computers. Three seminar classes and one design project form the framework of the course. In it the students are taught the design of, for example, image and space composition, typography, video, and using virtual reality. Additionally we cover theoretical basics for the final design project, such as information management or working environments. The course takes in approximately a dozen software packages and ends with a visionary design project. The products have shown the advantage of an integrated course compared to separate courses. The course proves to be more intensive in dealing with the project as well as achieving better skills when learning the associated new digital media. An important feature is that because the project topics are different from conventional architectural schemes, and tend to be more abstract, a key effect is to widen the students' way of thinking about designing.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2003_m_079
id cf2003_m_079
authors PETRIC, J., CONTI, G. and UCELLI, G.
year 2003
title Designing within Virtual Worlds
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 213-224
summary This paper celebrates the successful outcome of a trial of an innovative multi-platform distributed design decision support system in which the shared design environment exists within the virtual world. The outcome is the result of a sustained three-year research and development effort, within an internationally recognised research group. The project set itself a number of ambitious targets within the broad spectrum of distributed design decision support, viz: • A multi-platform environment: the trial demonstrates inter-operability of different machine platforms - from a home PC to an international standard Virtual Reality Centre. • A distributed environment: the trial demonstrates the high level of understanding amongst the design team separated by time and space. • An ability to propose, discuss and agree upon, design decision from within the virtual world. Hitherto, virtual environments were viewing galleries; designers had to leave them to effect design changes in a conventional CAD package. The trial described in the paper amply demonstrates the potential to design, collaboratively and, in distributed mode, from within the virtual world. The two ideas upon which the system (known as JCAD-VR) is built are: • That all the users present in the virtual world have to be able to share the same virtual environment in a "transparent fashion"; • The user interface, instead of the traditional menu/windows based layout, is part of the virtual world itself. Any element of the interface becomes an object belonging to the 3D world and therefore it is treated as any other object. Each element of the interface can then be moved or scaled according to the user’s needs. The entire project is based on client-server architecture where every user logs into a virtual world and starts sharing design tasks with other users. The authors propose to present a video which demonstrates the positive outcome of the trials to date. More importantly, perhaps, the authors will put the achievements of the R+D into the context of past aspirations and developments in the subject area and, most importantly of all, suggest how these modest achievements will impact on the next decade of increasingly rapid R+D.
keywords collaboration, distributed design, interface, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id b1f3
id b1f3
authors Rafi A, Karboulonis P, Fazidin J, Badrolhisham H
year 2003
title Virtual environments in architecture and planning design: 4 possible approaches
source International Journal of Design Computing
summary Advancements in information retrieval (IR), local and wide area networks (LAN, WAN) and the Internet, human-computer interaction (HCI), and virtual reality (VR) technologies have enabled the emergence and availability of affordable real-time computer data visualisation and manipulation systems that can be deployed and interfaced to most Computer Aided Design (CAD) software systems. However, the rapid advancement and adoption of information visualisation in different areas is currently challenging VR system designers to formulate and deploy strategies and tools to effectively visualise, navigate and effectively communicate various types of information within a virtual environment (VE). A further problem relates to the fact that even within a single area or application the requirements are still diverse to the extent that different approaches and technologies still need to be employed before a satisfactory solution is reached.

This paper presents four possible approaches in identifying and designing effective VR systems for architecture and planning design to allow the user to effectively communicate and share their experiences and ideas in a collaborative manner. It is also proposed that VEs should look beyond plain representations and reproductions of the real world environments that they portray and bear higher interpretation and expression values. The value of eliciting structuring and interfacing information and knowledge to a VE is also highlighted, as is the need for efficient database systems and CAD systems capable of exchanging information and data with VEs. Current efforts in prolonging the lifetime of VEs are being examined through four case studies that highlight the ever-escalating requirements that currently face VR researchers.

keywords Virtual Reality, Virtual Environment, Collaborative Design
series journal paper
type normal paper
email
more http://wwwfaculty.arch.usyd.edu.au/kcdc/ijdc/vol05/papers/rafiFrameset.htm
last changed 2006/09/29 03:05

_id sigradi2003_013
id sigradi2003_013
authors Russel, Peter
year 2003
title Understanding Virtual
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Since the introduction of terms like "cyberspace" and "virtual reality", the term "Virtual" has been attached to a range of projects including using computers to draw buildings, distributed studio projects and heavily technologically dependent interfaces for "sensing" digitally modeled environments. The only common aspect of these "virtual" projects is their use of computers. As a way to re-infuse meaning to the term Virtual, the paper describes a theoretical basis for understanding the meaning of being virtual (as opposed to being "Real, Actual" or "Possible") with special attention to the manipulation of ideas as is the case in designing architecture.
keywords Virtual Reality; Design Theory; Virtual Systems
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id ecaade03_025_202_kieferle
id ecaade03_025_202_kieferle
authors Drosdol, J., Kieferle, J. and Wössner, U.
year 2003
title The Integration of Virtual Reality (VR) into the Architectural Workflow - Experiences with an interprofessional project at DaimlerChrysler
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 25-28
doi https://doi.org/10.52842/conf.ecaade.2003.025
summary DaimlerChrysler as a worldwide operating company is continuously maintaining and developing their brand architecture for the points of sale. It is one of the strategic decisions to have a 'Brand Architecture Center' at the company headquarters in Stuttgart to develop the brand architecture and engage local architects to adopt it to the local context. As a major step, a new generation of autohauses is currently developed. Many aspects have to be taken care of in this process, therefore a great number of specialists have to be involved. They are supported by Virtual Reality (VR) and Augmented Reality (AR). To integrate VR/AR into the architectural process, necessary architectural interactions have been integrated into the software
keywords Virtual Reality, Augmented Reality, Architectural workflow, Visualization,Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:55

_id ecaade03_161_192_grunau
id ecaade03_161_192_grunau
authors Grunau, Jens-Peter
year 2003
title A different approach to planning and design - Combining a planning theory in architectual design with elearning.
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 161-164
doi https://doi.org/10.52842/conf.ecaade.2003.161
summary We have developed a rather uncommon way of understanding and teaching architectual design and the use of computers in this process: Our idea consists in defining the design process not only as finding a nice shape for an object like a building or a new car. We see designing and planning as the ""art"" of solving complex problems. This implies, that the design process is not the mere use of methods or tools to solve a given problem, but the process of understanding the roots of the problem and finding a suitable and often alternative and unusual solution. The way we teach this process is enhanced by the use of computers and webbased applications. In this paper we will describe the key elements of the planning and design theory used as well as the methods for teaching these ideas to graduate students. Lastly, we point out the experience that came from the practical implementation.
keywords Approach to Planning and Design, e-learning, course-design, educational design, computer supported collaborative work
series eCAADe
email
more http://www.igp.uni-stuttgart.de
last changed 2022/06/07 07:51

_id sigradi2022_19
id sigradi2022_19
authors Crossley, Tatjana
year 2022
title Appropriations and Extensions of Cultural Spaces in VR and the Metaverse
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 727–738
summary Digital virtual reality (VR) and the metaverse provide opportunities for the creation of cultural extensions that define our contemporary society. This has been the practice for millennia – using different technologies and media; humans have always attempted to convey experience through representational forms. The paper puts forward an initial theoretical examination of metaverse using theories on perception and subjectivity in psychology and philosophy and the implications of these in architecture and space creation, both physical and digital. It considers historical VR spaces to better understand the influence of culture and applies this to the contemporary social VR spheres. Though they offer novel opportunities, digital virtual realities and immersive spaces of today are no different than the lineage of spaces and representations that strove to do this throughout history (Grau, 2003). Using different mediums, they each provide an extension of culture that reflects society and becomes a record of their times and ideals.
keywords Virtual Reality, Metaverse, Digital Heritage, Mixed Realities, Identity and Subjectivity
series SIGraDi
email
last changed 2023/05/16 16:56

_id sigradi2003_026
id sigradi2003_026
authors Flanagan, Robert
year 2003
title Persistence of Perception: Encoding Reality
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary "Liquid architecture makes liquid cities, cities that change at the shift of value, where visitors with different backgrounds see different landmarks, where neighborhoods vary with ideas held in common, and evolve as the ideas mature or dissolve." In 1991, Marcos Novak in 'Liquid Architectures in Cyberspace' projected a future of individual and blended realities of things perceived and perceived things - a place of "fertile dreams". In the cathedral, "The dream and making were one." In the present he concludes, "Curiously the practice of architecture has become increasingly disengaged from those dreams." This paper addresses inherent limitations in today's digital technology that restrict its ability to participate in the future design of the "fertile dream." It does not address the technology required, but the requirements of the technology.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade03_037_79_lang
id ecaade03_037_79_lang
authors Lang, Silke and Hovestadt, Ludger
year 2003
title An architectural framework within a spatially immersive real-time environment for advanced communication and collaboration
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 37-43
doi https://doi.org/10.52842/conf.ecaade.2003.037
summary In this paper we present a framework for use in the blue-c, a collaborative telepresence environment. We implemented the framework on top of the blue-c API to enable new ways of designing digital 3D spaces in an immersive way. The framework will be used to support designers in creating spatial scenarios within CAVETM – like environments. It concentrates on the integration aspect of different media and data types. Architectural knowledge and information technology is combined to introduce a new approach for designing virtual environments.
keywords Virtual Reality; Tele-Immersion; Collaborative Environment; 3D Video;Human-Computer Interaction
series eCAADe
email
more http://www.caad.arch.ethz.ch
last changed 2022/06/07 07:52

_id acadia03_064
id acadia03_064
authors Malnar, Joy Monice (et al.)
year 2003
title Make No Little Plans: Designing the Chicago Lakefront in a Virtual Reality Environment
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 436
doi https://doi.org/10.52842/conf.acadia.2003.x.d1u
summary Architects have always needed somewhere to draw. History has seen dirt, stone, wood, and paper each serve in turn as the architect’s medium. Every technological advance has helped to manifest these exploratory visions in ever-increasing fidelity, while influencing the way in which the design process is conducted. Computer technology is the latest step in this progression, adding a third dimension to the architect’s drawings. Programs like form•Z, 3DS max, etc. allow the architect to build lifelike models and take clients on fly-throughs. Now, virtual reality has advanced architectural drawing to “full body design”, letting architects experience their creations, rather than just seeing those creations in front of them. ShadowLight-Mirage offers a unique environment in virtual reality in which to create rich ambiances of vibrancy, vitality and vigor.
series ACADIA
last changed 2022/06/07 07:49

_id ecaade03_141_137_marques
id ecaade03_141_137_marques
authors Marques, S., Goulette, J.P. and Bonnal, D.
year 2003
title Exploring design in cyberspace: a teaching experience
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 141-144
doi https://doi.org/10.52842/conf.ecaade.2003.141
summary The use and evolution of information and communication technologies (TIC) are changing human’s cultural, social, and material content. It regards not only the complexity of technology, but also the re-discussion of concepts concerning to several domains of knowledge, among them, architecture (theory, practice and teaching). The particular focus of this paper is to present an undergraduate teaching experience in a French School of Architecture (École d'Architecture de Toulouse). The course called FINC (“Forme, Information, Novation, Conception”), deals with new designers' attitudes exploring cyberspace. By concentrating on a critical approach of the ""reciprocal contamination"" between physical and virtual architecture, the aim of this course is to bring architectural students to face a new design experience: to explore the new cognitive and communicative environments of cyberspace, designing in a different conceptual and experimental environment.
keywords Architecture; cyberspace; design; teaching
series eCAADe
email
last changed 2022/06/07 07:59

_id autcons0926580503000529
id autconS0926580503000529
authors Maver, T.; Petric, J.
year 2003
title Sustainability: real and/or virtual?
source Automation in Construction, 12(6), November 2003, pp. 641–648
summary The starting point for this paper is the identification of the four necessary and sufficient conditions which a building should exhibit to be judged to be sustainable; fitness-for-purpose, cost effectiveness, environmental friendliness, and cultural significance. The contribution which the current generation of CAD tools is making to the complex human activity of designing sustainable buildings is then discussed under the headings of widening the search for solutions, integrating the decision-making process, improving design insights, differentiating objective/subjective issues and photorealistic visualization. The paper then describes developments in the next generation of IT tools, based on virtual reality, which will allow multiple designers, working in distributed locations and on different computer platforms, to design from within the virtual world.
keywords Sustainability; Virtual reality; Computer-aided design; Virtual environments
series journal paper
type normal paper
email
last changed 2013/09/20 19:05

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id acadia03_037
id acadia03_037
authors Anders, Peter
year 2003
title Cynergies: Technologies that Hybridize Physical and Cyberspaces
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 289-297
doi https://doi.org/10.52842/conf.acadia.2003.289
summary This paper presents ways in which cybrids depend for their technology upon three existing models of architectural hybrid: display space, environmental computing, and augmented/mixed reality. Cybrids bring these techniques together into a synergistic whole that depends as much on the observer for its consistency as it does on its comprising technologies. This synergy is a product of corroborative behavior between different modes, which provide cybrid users with a coherent social/spatial experience. The paper notes cybrids’ similarity to theater, not only for their technological dependency, but also for the tacit yet vital role of the observer in their effect.
series ACADIA
email
last changed 2022/06/07 07:54

_id ijac20031304
id ijac20031304
authors Bustos, Gabriela L.; Burgos, Ivan P.
year 2003
title Virtual Menus on VRML
source International Journal of Architectural Computing vol. 1 - no. 3
summary The Virtual Reality Modeling Language (VRML) has allowed the expansion of resources and possibilities for architectural applications. In order to take even more advantage of VRML, we developed an application of virtual menus within VRML using Java Script as a first step to the creation of a Synthetic Environment Laboratory for architectural design. This paper briefly presents the criteria used to define the menus, the utilization of Visual Basic programming to allow the addition of said virtual menus to any file with extension *. wrl, specific examples of applicability of the menus developed, and how they were inserted in a methodological model of architectural design.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 57-65
doi https://doi.org/10.52842/conf.acadia.2003.057
summary While the introduction of digital media in the design studio often emphasizes virtual realms, the effect of new fabrication technology on the architect brings the architect back to the realm of master-builder rather than distancing the architect from reality. While purely digital projects have pushed the development of form, they have also placed an emphasis on form over material. However, with the intention to physically build a project, the connections between process, form, and material become intertwined. The inception of this project also served as a clear reminder that the tools we use affect the way we think. This project began as a simple idea: how a column becomes animated to form an arch over time. The digitization of this idea took literally minutes in Maya. It was exported and further modeled in AutoCAD, and then rendered and reanimated in 3D Studio-Viz. This was a very brief, two-week introductory project, in a class on drafting and wood light-frame construction. It served to make a greater connection between digital media, the design process, analog drawing, and the role of craft and material.
series ACADIA
email
last changed 2022/06/07 07:54

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