CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

PDF papers
References

Hits 1 to 20 of 605

_id ecaade03_301_36_rafi
id ecaade03_301_36_rafi
authors Rafi, Ahmad M. E. and Jabar, Mohd. Fazidin
year 2003
title FCM: An Automated Flood Crisis Management System
doi https://doi.org/10.52842/conf.ecaade.2003.301
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 301-304
summary This research presents our progress of the second phase of City Administration System (CAS) (Rafi and Fazidin, 2001). It covers the terrain generation of Kuala Lumpur’s Central Business District about 30km x 30km at 1 meter resolution using the latest stereoscopic satellite data and survey data from Mapping Department of Malaysia’s Ministry of Science, Technology and Environment. CAS will be designed to have three main functions, namely: Flood Crisis Management (FCM), Architectural and Town Planning Management, and City Services and Administration. At a 1meter resolution, CAS will be able to predict, manage and visualise flash and major floods within the city with a very high degree of accuracy. It has been identified for CAS that there is a need to share information through collaborative environment in a more centralised manner that allows collective decisions, facilitates continuous updates, communicates effectively and permits the sharing of experiences and ideas.
keywords CAS; FCM; collaborative environment; sensor
series eCAADe
email
more http://www.mmu.edu.my
last changed 2022/06/07 08:00

_id e962
authors Hesina, Gerd and Tobler, Robert F.
year 2003
title Secure and Fast Urban Visualization
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Due to the rising interest in urban visualization, a number of issues have emerged that need to be solved for practical application. The most prominent of these issues are: visualization performance and security. Visualization speed concerns the usability of urban visualization. In order to make urban visualization practical, it is necessary to completely hide all latency of loading data. Here we will demonstrate techniques like multi-threading, different rendering methods and level-of-detail that our platform uses to maintain interactive frame-rates in the face of the large amounts of data that are common in urban visualization environments. The secondissue, securing the geometry and image information contained in an urban model is of eminent importance for the owner of the data. We will point out a number of techniques that have been incorporated in our viewing platform in order to maintain a high level of data security: data compression and encryption, obfuscation of access keys, compression and encryption of executables. While perfect security is an unattainable goal, the multi-staged approach of security in our system significantly raises the cost of illegally obtaining access to the geometry or image data. By demonstrating solutions for both issues our framework serves as a viable platform for urban visualization.
series other
email
last changed 2003/03/11 20:39

_id ijac20031109
id ijac20031109
authors Liu, Yu-Tung; Shen-Kai, Tang
year 2003
title Space, Place and Digital Media:Towards a Better Simulation of a City that has now Disappeared
source International Journal of Architectural Computing vol. 1 - no. 1
summary Digital media enable researchers and designers to derive better informed processes in solving problems of historical architectural restoration and virtual archaeology. However, recently insufficiencies have been found in the main technologies often applied in such techniques, such as 3D modeling, high-quality rendering and animation. Given these problems, this paper attempts to explore a digital reconstruction procedure for historical architecture and cities using 3D scanning, Virtual Reality cave technology and motion capture technology. This case study is based on a collaborative project in conjunction with the National Palace Museum, Taiwan, and the China Times, Taiwan.The five steps involved in this project include data collection and analysis, three-dimensional digital inferences, digital reconstruction of static and moving models, scenario dynamics (by integrating the two kinds of models), and visual-spatial immersion using a VR-cave representation. Finally, a preliminary digital reconstruction procedure is presented.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20031104
id ijac20031104
authors Petric, Jelena; Ucelli, Giuliana; Conti, Giuseppe
year 2003
title Real Teaching and Learning through Virtual Reality
source International Journal of Architectural Computing vol. 1 - no. 1
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 bodies 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. A key 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 the 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 in a Reality Centre.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2003_b1-2
id caadria2003_b1-2
authors Chakraborty, Somen
year 2003
title Automated Generation of Residential Roomlayout within a Constrained Covered Area
doi https://doi.org/10.52842/conf.caadria.2003.085
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. 85-100
summary A significant quantum of all buildings constructed in modern times is designed for residential purpose. A tremendous amount of money is being spent every year for construction of residential buildings. Therefore, optimization of design becomes very important. In a country like India most people in urban area live in houses having constrained area. A significant part of residential units comes under mass housing either as high-rise building blocks or as plotted developments. In any of such schemes there are large number of housing units for a group of families of whom general characteristics are known but characteristics of individual families are not known at the time of designing. This situation is, however, suitable for scientific investigation and analysis based on statistical surveys. Broadly speaking, this paper suggests approach to deal with this situation of finding optimum layout of rooms of a housing unit for any target group of families when the covered area is so constrained that freedom of using different criteria like aesthetics, structural systems, materials and methods of construction in varieties of ways is drastically reduced. In such constrained area for housing units rooms are generally found rectangular within overall rectangular outline of each unit. Method shown here is valid under this restriction. It is also assumed that number of rooms will be restricted to such number that exhaustive search for design is practically possible within a reasonable time with present day capabilities of normally available PCs.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2004_110
id sigradi2004_110
authors Eliane Schlemmer; Luciana Backes; Aline Andrioli; Carine Barcellos Duarte
year 2004
title Awsinos: Construção de um mundo virtual [Awsinos: Construction of a Virtual World]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The course Alternatives of Design is part of an integral viewpoint that aims to prepare architects from the Master Studies Department in Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new digital technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment. The objectives of this paper are to describe the program of this course and to show products (2003), from the introductory to the final presentation of Virtual Museums of Interactive Sculptures, orientated and supervised both at site and at a distance through the Internet. As a result of this experience, a sample was obtained of virtual museums. design and modelling that illustrates what could be understood as virtual architecture with high degree of interaction, looking for the evolution, motivation and teamwork to incorporate virtual reality non-inmersive technologies in this new architectonic approach.
keywords VRML, virtual museums, interactive sculptures, alternatives of design
series SIGRADI
email
last changed 2016/03/10 09:51

_id acadia03_013
id acadia03_013
authors Jabi, W., Goldman, G. and Johnson, B.
year 2003
title REQUIREMENTS FOR AN EFFECTIVE DISTRIBUTED DESIGN REVIEW
doi https://doi.org/10.52842/conf.acadia.2003.099
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. 99-105
summary With the wider availability of high-bandwidth communication networks and the maturity of commercial collaboration software, schools of architecture are experimenting with computer-aided distributed design reviews. A distributed design review enables geographically-distant participants to discuss a common design project using computer-supported collaborative technologies such as videoconferencing, voice over IP, and shared applications. While potentially beneficial to students, and attractive to teachers, there are a number of challenges facing the integration of synchronous distributed design reviews into the design studio by technically inexperienced faculty without significant technical support. This paper seeks to make it easier for faculty to make routine utilization of such reviews by examining our own experiences with a number of such reviews, in a variety of contexts, distilling out a set of guidelines for future reviews.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id c5d7
authors Kuffer, Monika
year 2003
title Monitoring the Dynamics of Informal Settlements in Dar Es Salaam by Remote Sensing: Exploring the Use of Spot, Ers and Small Format Aerial Photography
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Dar es Salaam is exemplary for cities in the developing world facing an enormous population growth. In the last decades, unplanned settlements have tremendously expanded, causing that around 70 percent of the urban dwellers are living now-a-days in these areas. Tools for monitoring such tremendous growth are relatively weak in developing countries, thus an effective satellite based monitoring system can provide a useful instrument for monitoring the dynamics of urban development. An investigation to asses the ability of extracting reliable information on the expansion and consolidation levels (density) of urban development of the city of Dar es Salaam from SPOT-HRV and ERS-SAR images is described. The use of SPOT and ERS should provide data that is complementary to data derived from the most recent aerial photography and from digital topographic maps. In a series of experiments various classification and fusion techniques are applied to the SPOT-HRV and ERS-SAR data to extract information on building density that is comparable to that obtained from the 1992 data. Ultimately, building density is estimated by linear and non-linear regression models on the basis of an one ha kernel and further aggregation is made to the level of informal settlements for a final analysis. In order to assess the reliability, use is made of several sample areas that are relatively stable over the study period, as well as, of data derived from small format aerial photography. The experiments show a high correlation between the density data derived from the satellite images and the test areas.
series other
email
last changed 2003/03/11 20:39

_id acadia03_005
id acadia03_005
authors Maher, Andrew and Burry, Mark
year 2003
title The Parametric Bridge: Connecting Digital Design Techniques in Architecture And Engineering
doi https://doi.org/10.52842/conf.acadia.2003.039
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. 39-47
summary New design opportunities that are facilitated by cross-disciplinary collaboration in both practice and research are available through the use of high level design software that simultaneously offers real time access to both analysis and design geometry in shared three-dimensional digital models. Here we present a collaborative research project between architects and structural engineers for the design of a pedestrian bridge, conceived to test current digital design processes in architectural and structural engineering practice with those in research through the use of models of parametrically defined associative geometry. In this project, the digital model’s architectural design geometry was constrained by the bridge’s fabrication methods and linked with its engineering analysis. Iterations of the design geometry were then optimised or ‘solved’ to produce variations according to the design parameters offered up for change. The shift of the professions from the plane to digital space exposes the possibilities of new design techniques with the exchange of design parameters potentially operating as a digital dialogue between the disciplines—a kind of digital version of Antoni Gaudi’s funicular hanging model—a metaphor of the digital space that has been developed for this project.
series ACADIA
email
last changed 2022/06/07 07:59

_id cf2011_p163
id cf2011_p163
authors Park, Hyoung-June
year 2011
title Mass-Customization in the Design of 4,000 Bus Stops
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 265-278.
summary In Hawaii, ‚"TheBus‚" has been a main transportation system since 1971. Considering the high cost of living in Hawaii and the absence of a rail system, the use of ‚"TheBus‚" has been an instrumental vein of the city life in Honolulu with rhythmical pauses at about 4,000 bus stops in Honolulu. However, existing undifferentiated bus stops are developed from a cost effective mass production system so that they have been problematic for satisfying specific needs from various site conditions. In this research, an integrated computational method of mass-customization for designing 4,000 bus stops is introduced. According to various site conditions, the design of each bus stop is customized. Unlike the mass‚Äêproduced bus stops commonly seen in cities today, the proposed computational method in this paper produces bus stop design outcomes that fit into the physical characteristics of the location in which they are installed. Mass-customization allows for the creation and production of unique or similar buildings and building components, differentiated through digitally‚Äêcontrolled variation (Kolarevic, 2003). The employment of a computational mass‚Äêcustomization in architectural design extends the boundary of design solutions to the satisfaction of multi-objective requirements and unlimited freedom to search alternative solutions (Duarte, 2001; Caldas, 2006). The computational method developed in this paper consists of 1) definition of a prototype, 2) parametric variation, 3) manual deformation, and 4) simulation based deformation. The definition of a prototype is the development of a basic design to be transformed for satisfying various conditions given from a site. In this paper, the bus stop prototype is developed from the analysis of more than 300 bus stops and the categorization of the existing bus stops according to their physical conditions, contextual conditions, climatic conditions, and existing amenities. Based upon the outcome of the analysis, the design variables of a bus stop prototype are defined. Those design variables then guide the basic physical parameters for changing the physical configuration of the prototype according to a given site. From this, many possible design outcomes are generated as instances for further developments. The process of manual deformation is where the designer employs its intuition to develop the selected parametric variation. The designer is compelled to think about the possible implication derived from formal variation. This optional process allows every design decision to have a creative solution from an individual designer with an incidental quality in aesthetics, but substantiated functional quality. Finally the deformation of the selection is guided and controlled by the influence of sun direction/ exposure to the selection. The simulation based deformation starts with the movement of the sun as the trigger for generating the variations of the bus stop prototype. The implementation of the computational method was made within the combination of MEL (Maya Enbedded Language), autodesk MAYA and Ecotect environment.
keywords mass-customization, parametric variation, simulation based deformation
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 cf2003_m_006
id cf2003_m_006
authors ACHTEN, Henri and JESSURUN, Joran
year 2003
title Learning From Mah Jong - Towards a Multi-Agent System that can Recognize Graphic Units
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. 115-124
summary Sketching is a major means of exploiting the first conceptual developments in architectural design. If we want to support the architect in the ideas-developing phase of design, then we need to understand the conventions of depiction and encoding in drawings. The theory of graphic units provides an extended list of such conventions that are widely used. We propose that a multi-agent system for recognition of graphic units in drawings is fruitful: agents can specialize in graphic units, a multi-agent system can deal with ambiguity through negotiation and conflict resolution, and multi-agent systems function in dynamically changing environments. We first make a multi-agent system that can do something simpler: playing Mah Jong solitary. The Mah Jong solitary system shares the following important features with a multi-agent system that can recognize graphic units: (1) specialized agents for moves; (2) negotiation between agents to establish the best move; (3) dynamically changing environment; and (4) search activity in more advanced strategies. The paper presents the theoretical basis of graphic units and multi-agents systems. The multi-agent framework and its implementation is presented. Various levels of game play are distinguished, and these are correlated to the multi-agent system. The paper shows how the findings form the basis for graphic unit recognition.
keywords artificial intelligence, games, graphic units, agents
series CAAD Futures
email
last changed 2003/11/22 16:39

_id 1101
id 1101
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO THE INTERACTIVE RESOLUTION OF CONFIGURATION PROBLEMS IN VIRTUAL ENVIRONMENTS
source 3rd International Symposium on Smart Graphics, Heidelberg, Germany, 2-4, July 2003. http://www.smartgraphics.org/ . Proceedings published by Springer: Lectures notes in Artificial Intelligence.
summary Intelligent Virtual Environments integrate AI techniques with 3D real-time environments. As such, they can support interactive problem solving, provided the underlying AI techniques can produce solutions within a time frame matching that of user interaction. In this paper, we describe an intelligent virtual environment based on Constraint Logic Programming (CLP), integrated in a real-time 3D graphic environment. We have developed an event-based ap-proach through which user interaction can be converted in real-time into appro-priate solver queries which are then translated back into automatic reconfigura-tions of the Virtual Environment (VE). Additionally, this framework supports the interactive exploration of the solution space in which alternative solutions (configurations) can be found. We demonstrate the system behaviour on a con-figuration example. This example illustrates how solutions can be interactively refined by the user through direct manipulation of objects in the VE and how the interactive search of alternative solutions in the VE is supported by these type of systems.
keywords Artificial Intelligence, Virtual Environments, Constraint Programming
series other
type normal paper
email
last changed 2005/12/02 11:34

_id cf2003_m_033
id cf2003_m_033
authors DAVE, Bharat
year 2003
title Hybrid Spaces of Practice
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. 181-190
summary Research projects in computational design typically view digital tools as existing independently of their physical settings. However, what we witness are hybrid spaces of practice, one in which there is an increasing fusion and overlap of physical and digital objects and environments. Instead of focusing on digital tools and information in isolation, this paper argues for the need to conceptualise and experiment with hybrid work environments through combinations of place, time, scale, resolution and other dimensions to develop hybrid spaces of practice. The paper describes experiments with a work environment that consists of multiple displays and representations to motivate and characterise hybrid spaces of physical and digital work environments.
keywords collaboration, ephemeral, tangible, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id acadia03_001
id acadia03_001
authors Jabi, Wassim
year 2003
title Digital Design
doi https://doi.org/10.52842/conf.acadia.2003.x.a7r
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. 16
summary Describing design as a sequence of steps cannot convey the complexity of social interactions that it embodies. Design is not merely a process, but a co-evolution of efforts and events in various places and times—both synchronous and asynchronous. Designers share their values, effort and expertise within design settings via artifacts that further the design process. Increasingly, these design settings in academia, research, and professional practice combine physical and virtual modalities such as immersion, projection, and a range of interaction technologies. Peter Anders has described such spaces as cybrids: hybrids that integrate virtual and physical space. In these settings, designers use overlapping physical and virtual artifacts and tools to arrive at a co-operative design resolution. Within collaborative design, these artifacts take on an additional role. As embodiments of design ideas and actions, they become media for communication. Donald Schon asserts that design should be considered a form of making, rather than primarily a form of problem solving, information processing or research. Indeed the line separating creation from design is becoming increasingly blurred. For the design artifact itself may become a part of the design proposal—its virtual presence incorporated within a cybrid structure or object. We may in the future see a proliferation of cybrid settings that support collaborative, digital design. The technologies for this already exist in collaborative tools, networked computing, scanning and immersive media. However, it will take a creative vision to see how these disparate tools and devices can integrate within the ideal design setting.
series ACADIA
email
last changed 2022/06/07 07:49

_id avocaad_2003_13
id avocaad_2003_13
authors John L. Heintz
year 2003
title Communication and Value in Networked Design Coalitions
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The advent of the Internet has led us to believe that we live in an era of unprecedented globalization. In the field of building design, we now expect both that the local market for design services will be altered, and that many firms will take up the opportunity to pursue commissions beyond their local market. To some extent this is true, but it is instructive to recall that in the 19th century London based architectural firms and public works designers designed buildings throughout the Empire. Designing for projects beyond the local market is not new, what is new is our expectation that such a task is now fundamentally altered, made easier and more transparent, by the abundance of new communications technologies.It remains the case that working outside one’s local context is difficult and that when doing so, problems are likely to arise out of cultural differences. Distance too imposes its burdens, as the possibility to meet other members of the team face to face is reduced as the travel costs increase. This breaks down the possibilities of building informal networks among the individual designers working for the firms that are members of the design team. A re-instantiation of this informal network can only be done on the basis of a model of formal and informal communication in the design team. Many of the difficulties of collaborative work outside one’s local market are problems that have already been with us a long time. These problems arise out of the fact that buildings are designed by heterogeneous groups of people. The members of such groups must communicate with each other to share information and coordinate decisions and actions. Yet they are in different relations to the project at hand and have differing values arising out of their different backgrounds. This leads inevitably to conflict. Therefore, if we are to discuss communication and value then we must devote our attentions to conflict.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design, Communication, values, informal communication, value resolution, design team, design coalition.
series AVOCAAD
email
last changed 2006/01/16 21:38

_id cf2003_m_051
id cf2003_m_051
authors ZAMENOPOULOS, Theodore and ALEXIOU, Katerina
year 2003
title Computer-Aided Creativity and Learning in Distributed Cooperative Human-Machine Networks
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. 191-202
summary In this paper we discuss designing abilities, such as creativity and learning, as abilities that emerge though interaction in cooperative human-machine networks. We concentrate in a design system that can exhibit and support creative behaviour using knowledge learnt through distributed human-machine interaction. In this context, conflict resolution and coordination is a main issue, as well as a main indicator for the creative and adaptive ability of the design system. More specifically, we are going to present a model of coordination developed using learning control and multi-agent systems methodologies and techniques. A prototype system is tested in a virtual collaborative design assignment for simple location and three-dimensional configuration problems.
keywords collaboration, creativity, e-learning, human-machine networks
series CAAD Futures
last changed 2003/09/22 12:21

_id 6915
authors Dorninger, Peter
year 2003
title XML Technologies and Geodata
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Photogrammetry and Remote Sensing are very important methods for acquisition of geodata. During the previous decade, severalrevolutionary changes occurred in this area. Until the appearance of automated image analysis tools, it was necessary to measureselected points in the images given. At that time, it was much faster and even cheaper to get images of real world objects compared tothe time and money consuming process of manual analyses. So one tried to minimize this effort by measuring only characteristicpoints such as edges, break-lines, peaks and valleys and, for sure, a grid with a given grid step which was selected to meet the efforts.Lots of information in the images was neglected.Digital point matching algorithms and airborne laser scanning provide many new possibilities. The only restriction on spatialresolution is the one of the used sensors. Given a more precise image sensor, the matching algorithm will be able to match moresurface points; given a higher frequency laser scanner, more points can be measured of the same area. And those sensors get moreand more precise every day. Besides, those techniques allow for fast repetition which is necessary to create time series as a basis for4D modeling! However, this fact is accompanied by several problems concerning the capability of available computers. Some years ago, as the first ideas of 3D city models arose, it was very difficult to acquire the necessary data. Today the new sensors and methods have thenecessary capability, but we are not able to handle the available datasets efficiently, because of shortcomings in the past. In a time ofworld wide data exchange through the internet and global datasets, it is necessary to have efficient methods and algorithms tomanage the available data. There is a need for international, vendor independent data exchange and management standards that haveto be accepted and supported by the industry. This article is going to present several methods of data encoding using standardized data formats based on eXtensible Markup Language (XML). After an introduction to this kind of data encoding, two derived applications for management, storage and presentation of geodata are described. As XML data is written in text format, the datasets have the ability to become rather long.Therefore some promising methods to reduce the amount of data are introduced afterwards. XML documents are mainly used fordata exchange between databases. Therefore the capabilities of commonly used database systems for storage of geodata are describedin the end and current implementation results of the Institute of Photogrammetry and Remote Sensing (I.P.F.) are presented.
series other
email
last changed 2003/03/11 20:39

_id acadia03_045
id acadia03_045
authors Hoon, Michael and Kehoe, Michael
year 2003
title Enhancing Architectural Communication with Gaming Engines
doi https://doi.org/10.52842/conf.acadia.2003.349
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. 349-355
summary This paper makes a case for exploring the feasibility of utilizing the advanced graphics and sound systems of contemporary gaming engines to promote architecturally relevant work. Gaming engines, while developed largely for the PC entertainment industry, have vast potential for application in architecture. This paper will explore the depth of this potential and will outline work demonstrating the advantages and the limitations of this technology. The supporting research and observations examine the technology and reveal its potential usefulness as an instructional or depictive authoring tool. Game engines were selected that had appropriate graphical prowess, but were customizable as to allow the removal of game-specific features (to create a “professional” user interface). Projects were authored that expressed complex building details using the engine for visual depiction. The details, which included constructional components, structural assemblies, or simple design nuances, were modeled with 3D geometry and realistically textured and lighted. The game engine allowed one user or many remote simultaneous users in the virtual environment to interactively explore the presentation in real time. Scripts were developed to encourage end-users to interactively disassemble or reassemble building components as desired. Audile and/or text-based information regarding the assembly sequence were provided by exploiting the game interface features. Furthermore, interactive object scaling was provided to facilitate analysis of component relationships.
series ACADIA
email
last changed 2022/06/07 07:50

_id ecaade03_053_108_lonsing
id ecaade03_053_108_lonsing
authors Lonsing, Werner
year 2003
title Collaboration in the independent architectural office
doi https://doi.org/10.52842/conf.ecaade.2003.053
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 53-65
summary Collaborative work in architecture is commonly concentrated on the design process. Design teams and their members are working together on multiple virtual model from different, mostly remote locations. Internet- based collaboration software offers a project management platform for comprehensive networking. Complex projects can bebetter coordinated and documented,and executed even faster. So in the building process at least two different kinds of collaboration can be noticed, collaboration in the design process where the architects are maintaining their modeling informations, and the construction process where the data is maintained be external software companies. Here another model is suggested. Hosting project data in their own building and so maintaining the physical representations of all project informations is the only way retaining control.
keywords Collaborative Design, Communication, Database Systems
series eCAADe
email
last changed 2022/06/07 07:59

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 30HOMELOGIN (you are user _anon_344704 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002