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 605

_id cf2003_m_036
id cf2003_m_036
authors JENG, Taysheng and LEE, Chia-Hsun
year 2003
title iCube: Ubiquitous Media Spaces for Embodied Interaction
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. 225-234
summary This paper outlines new facilities within ubiquitous media spaces supporting embodied interaction between humans and computation. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multimodal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement a research prototype environment called iCube. The functional capabilities implemented in iCube include spatially-aware 3D navigation, laser pointer interaction, and tangible media. Some of its details, benefits, user experiences, and issues regarding design support are discussed.
keywords interaction, ubiquitous media, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id acadia21_100
id acadia21_100
authors Ghandi, Mona; Ismail, Mohamed; Blaisdell, Marcus
year 2021
title Parasympathy
doi https://doi.org/10.52842/conf.acadia.2021.100
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 100-109.
summary Parasympathy is an interactive spatial experience operating as an extension of visitors’ minds. By integrating Artificial Intelligence (AI), wearable technologies, affective computing (Picard 1995; Picard 2003), and neuroscience, this project blurs the lines between the physical, digital, and biological spheres and empowers users’ brains to solicit positive changes from their spaces based on their real-time biophysical reactions and emotions.

The objective is to deploy these technologies in support of the wellbeing of the community especially when related to social matters such as inclusion and social justice in our built environment. Consequently, this project places the users’ emotions at the very center of its space by performing real-time responses to the emotional state of the individuals within the space.

series ACADIA
type project
email
last changed 2023/10/22 12:06

_id 43f0
id 43f0
authors Flynn, D., van Schaik, P., Blackman, T., Fencott, P.C., Hobbs, B., & Calderon, C.
year 2003
title DEVELOPING A VIRTUAL REALITY-BASED METHODOLOGY FOR PEOPLE WITH DEMENTIA: A FEASIBILITY STUDY.
source Journal of CyberPsychology and Behavior, Vol6, Number6, 2003.
summary The aim of this study was to examine the feasibility of virtual reality (VR) technology for use by persons with dementia (PWD). Data were obtained directly from six PWD regarding their experiences with a virtual environment (VE) of a large outdoor park. A user-centered method was developed to assess: (a) presence; (b) user inputs; (c) display quality; (d) simulation fidelity; and (e) overall system usability. The extent to which PWD could perform four functional activities in the VE was also investigated (e.g., mailing a letter). In addition, physical and psychological well-being of PWD while interacting with the VE was assessed objectively by recording heart rate during the VR sessions and subjectively with discrete questionnaire items and real-time prompts. Symptom profiles associated with simulator sickness were assessed with an adapted version of the Simulator Sickness Questionnaire. The study found that PWD to some extent experienced presence; perceived that objects were realistic and moved naturally; generally felt in control of the interaction; and demonstrated little difficulty using a joystick for navigation. The study also demonstrated that VR is an appropriate medium for assessing functional behavior within the context of an ecologically valid VE. PWD did not experience any significant increase in symptoms associated with simulator sickness, or detriments to their psychological and physical well-being. These findings demonstrated that it is feasible to work in VEs with PWD.
keywords Dementia, VR
series journal paper
type normal paper
email
last changed 2005/12/02 11:36

_id ecaade03_017_136_franz
id ecaade03_017_136_franz
authors Franz, G., Von der Heyde, M. and Bülthoff, H.H.
year 2003
title An empirical approach to the experience of architectural space in VR - Exploring relations between features and affective appraisals of rectangular interiors
doi https://doi.org/10.52842/conf.ecaade.2003.017
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 17-24
summary While it is well known that the built environment influences our emotional state, it is often difficult to attribute these experiences to particular properties. In fact, a systematic investigation of the relation between physical structure and emotional experience of architecture has not yet been done. Now virtual reality simulations facilitate a completely controlled variation of spatial properties and thus allow to empirically evaluate architectural hypothesises. The aim of the presented study was to investigate which factors from a component-based description of rooms significantly correlate with cardinal dimensions of experience. In a perceptual experiment experiental qualities of 16 virtual vacant rectangular interiors were rated in eight principal categories by 16 participants using the semantic differential scaling technique. The scenes were generated by a custom made graphics tool that also automatically generated the component-based scene descriptions. The data analysis revealed several interesting correlations between scene features and rated experience: For example, a preference for ratios near to the golden section could be observed for spatial proportions, which are not directly perceivable. Altogether, a set of five independent factors (openness, two room proportions, room area and balustradeheight) appeared to be effective for widely describing the observed variance of the averaged attributed experiental qualities. Our combination of realistic virtual reality simulations and psychophysical data raising methods proved to be effective for basic architectural research. It allowed us to demonstrate quantitative relations between physical properties from a component-based description of architectural space and its emotional experience.
keywords Experiental Qualities; Psychophysics; Correlation Analysis; Virtual Reality
series eCAADe
email
more http://www.kyb.tuebingen.mpg.de/~gf
last changed 2022/06/07 07:50

_id cf2003_m_097
id cf2003_m_097
authors FRÖST, Peter
year 2003
title A Real Time 3D Environment for Collaborative Design
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. 203-212
summary By setting up collaborative design processes in architecture it is possible to considerably improve the integration of customer needs and ideas into the programming phase of a building project. Our design process includes active collaboration between customers, users and other stakeholders as well as the use of virtual environments in conceptual design. The output from the process is treated as visualised input to the architectural programming. The work presented focuses on developing digital tools to support this collaborative design dialogue. We have developed an extremely “easy to use” digital modelling tool called “ForeSite Designer”. The tool enables the users to build layouts of prefabricated components on a building site in 2D. This 2D layout can then instantly be exported to a lit-up real time 3D environment in the computer game “Half-Life.” ForeSite Designer has been used in a several design events with different settings. This paper presents the tool and one project where it was utilized. The results show that ForeSite Designer can promote dialogue and collaborative design work among the participants. We have also found that it is important how the virtual environment and its components are visually designed in order to support the dialogue and collaborative design work.
keywords collaboration, customer, real time, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id ecaade03_265_31_ham
id ecaade03_265_31_ham
authors Ham, Jeremy J.
year 2003
title The Computer as a Tectonic Design Tool: Comparisons between Virtual and Actual Construction
doi https://doi.org/10.52842/conf.ecaade.2003.265
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 265-268
summary The potential of the computer as a tectonic design tool is explored in comparison to scaled physical models, drawings and real-scale modelling (actual construction). Analysis of media use is undertaken in a case study of a range of design projects of differing emphases in relation to student perceptions and assessment. Relationships are drawn between representational media actual construction to inform a discussion of effective and authentic means of teaching tectonics within the design studio.
keywords Tectonics, 3D CAD, real-scale modelling
series eCAADe
email
more http:/www.ab.deakin.edu.au/online
last changed 2022/06/07 07:50

_id 2004_024
id 2004_024
authors Holmgren, S., Rüdiger, B., Storgaard, K. and Tournay, B.
year 2004
title The Electronic Neighbourhood - A New Urban Space
doi https://doi.org/10.52842/conf.ecaade.2004.024
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 24-34
summary During the event Cultural Market Days on 23 and 24 August 2003 at Noerrebro Park in Copenhagen, visitors could also enter the marketplace from their home via the Internet, as a digital 3D model had been constructed that showed the marketplace with all its information booths and activities. This virtual marketplace functioned as an extension of the urban space, allowing you to take part in the flow of information, activities and experiences that were offered in the marketplace. And this just by a click on the Internet address: http://www.e-kvarter.dk. Furthermore at certain times of the day you could chat with people from some of the many working groups of the urban regeneration project in Noerrebro. The digital 3D model is similar to the marketplace, but it creates its own universe in the green surroundings of Noerrebro Park. And now, when the Cultural Market Days are finished and the booths and people have gone, the Electronic Marketplace still remains on the Internet, with a potential for developing a new public space for information, dialogue and cooperation between the actors of the urban regeneration project. This paper presents the results of a 3-year research project, The Electronic Neighbourhood (2000-2004). Researchers have developed and tested a digital model of the urban area and other digital tools for supporting the dialogue and cooperation between professionals and citizens in an urban regeneration project in Copenhagen. The Danish Agency for Enterprise and Housing, the Ministry for Refugees, Immigration and Integration and Copenhagen Municipality have financed the research, which is planned to be published 2004. The results can also be followed on the Internet www.e-kvarter.dk.
keywords 3D Modelling; Virtual Environments; Design Process; Human-Computer Interaction; Collaborative Design; Urban Planning
series eCAADe
last changed 2022/06/07 07:50

_id maver_116
id maver_116
authors Maver, Tom
year 2003
title Real Experiences of Virtual Worlds
source Proceedings of Design 2002, Dubrovnik
summary This paper, through the research and software developed in the University of Strathclyde by the r+d group Abacus, gives an account of a number of applications relating to the improved quality of the built environment
email
last changed 2018/03/20 11:45

_id cf2007_331
id cf2007_331
authors Moum, Anita; Tore Haugen and Christian Koch
year 2007
title Stretching the Trousers Too Far? Convening societal and ICT development in the architectural and engineering practice
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 331-344
summary The publicly and privately funded national R&D program ‘Digital Construction’ was initiated in 2003 in order to establish a common platform for interchanging digital information and to stimulate digital integration in the Danish building industry. This paper explores the relation between visions, strategies and tools formulated in the ‘Digital Construction’ program, and the first experiences made from implementing the 3D work method part of the program in an ongoing building project. The discussions in the paper are placed in the complex field between choosing strategies for integrating information and communication technologies on national level, and the effects of these strategies on real life building projects.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id eaea2005_151
id eaea2005_151
authors Ohno, Ruyzo
year 2006
title Seat preference in public squares and distribution of the surrounding people: An examination of the validity of using visual simulation
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 151-163
summary Public squares are shared by people who use them for various purposes. When people choose seats in a square, they unconsciously evaluate not only the physical characteristics of the space but also the distribution of others already present (Hall, 1966; Sommer, 1969; Whyte, 1988). Knowing the hidden rules of this behaviour will be important in designing squares that remain comfortable even in crowded situations. Most past studies of seat choice preference have reported on statistical tendencies derived from observations of subject behavior in actually existing sites (i.e., Abe, 1997; Imai, 1999; Kawamoto, 2003). However, they provide no clear theoretical model for explaining the basic mechanisms regulating such behaviour. The present study conducts a series of experiments in both real and virtual settings in order to extract quantitative relationships between subjects’ seat preferences and the presence of nearby strangers and to clarify what factors influence their seat choices.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id avocaad_2003_07
id avocaad_2003_07
authors Penttilä, Hannu
year 2003
title Think Globally – Act Locally in Architectural Information Management
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 This paper tries to describe the conceptual connection between the larger-scale, somewhat idealistic global visions and trends in the architectural-ICT-education, and on the other hand the smaller-scale real-life activities that are carried out in the local educational institutions.The local activities are demonstrated with a handful of case-study experiences from HUT/architecture.A proposal for the future, is to establish a continuous web-forum for architectural schools• To submit and maintain their organizational and educational data• To benchmark their education content with other schools• An early version is already available in:
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2009/06/04 07:04

_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 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 acadia03_050
id acadia03_050
authors Schubert, Frieder and Lurz, Philipp (et al.)
year 2003
title Physical Simulation in a VR Tool for Urban Design
doi https://doi.org/10.52842/conf.acadia.2003.395
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. 395-401
summary Physical influences on a city, such as noise, light, air flow, and solar energy quantities, can already be simulated on computers; however, these simulations are usually not embedded into the urban planning process. Regarding a broad field of these influences and their correlations will improve the quality of the design. The use of simulations in the sketching stage provides the possibility of reacting accordingly for the urban planner, which is essential for sustainable design. This paper describes the development of a virtual reality tool for the early urban design process, in which we realized a network connection between a software package calculating noise propagation in urban spaces and a virtual reality design environment. In this dynamic VR design tool, it is possible to experiment with simple geometric forms and objects (these objects can be added to constructions, removed, and transformed). Interactively, with each action of the planner, simulations are generated and visualized in the VR environment in real-time. The last part of the paper describes our concept, how this VR design tool should be integrated in the study of urban planning, and how we want the students to get a sense for the impact of their design on physical phenomena in an urban scale.
series ACADIA
email
last changed 2022/06/07 07:57

_id sigradi2003_087
id sigradi2003_087
authors Cabezas, M., Mariano, C., Mítolo, S. and Oliva, S.
year 2003
title Una experiencia pedagógica de interacción análogo-digital en el aprendizaje de la forma (A pedagogical experience of analog-digital interaction in the learning of the form)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This work treats the most outstanding aspects in experiences that conjugate analogical and digital processes in the teaching and learning in the way, carried out in the School of Architecture of the UNMDP, Argentina. A new dialogue space among the ways of manual and digital production, motivates the student beginning to traffic a path toward other and new thought forms that it spreads to achieve growing levels of autonomy. In this productive space of interactions, the necessity of both means is verified, since each one has different and inaccessible potentialities to the other one and its interaction transcends its individual advantages.
keywords Digital, analogical, form, pedagogy
series SIGRADI
email
last changed 2016/03/10 09:47

_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 sigradi2003_119
id sigradi2003_119
authors Bermudez, J., Foresti, S., Agutter, J., Westenskow, D., Syroid, N. Drews, F. Tashjian, E. and Adams, V.
year 2003
title Metodología Interdisciplinaria para Diseñar Nuevas Arquitecturas de Representación de Datos (Interdisciplinaria Methodologies for the Design of a New Architectures of Data Representation)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Data representation architecture can be defined as the organizational, functional, experiential, formal, and media-technological order defining the interaction between data, representation, and user. This paper presents an interdisciplinary methodology to develop such architectures in order to significantly improve real time decision making in complex data environments. We have reported in some aspects of this work elsewhere. In this occasion, we will describe our working methodology based on complete interdisciplinarity, the design process and evaluation protocols. We will show work done for Finance and Network Monitoring. Our long-term goal is to design a new generation of data representation architectures that is applicable to diverse fields.
keywords Data representation; visualization; design, architecture, interdisciplinary
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2003_a1-2
id caadria2003_a1-2
authors Bunyavipakul, Monchai and Charoensilp, Ekasidh
year 2003
title Designing the Virtual Design Studio System for Collaborative Work on Pda Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2003.043
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. 43-54
summary This research presents the collaboration in the VDS system through a microcomputer technology- a PDA (Personal Digital Assistants). Architect can collaborate anytime anyplace via VDS, a substitution to an old system that requires a specific location to work on. This research has studied and analyzed the format and the limitation of collaboration between PDA and Personal Computer, the wireless communication technology, and the Web Service technology, which enable different devices to share information through the Internet Network. The work process and the studied information have been used to develop a Web Application, a collaboration tool for a team of architect and designer. This Web Application has been tested in a renovation project, a clubhouse for a scuba diving place The objective of this research is to become a guideline of collaboration in architectural design work through Smart Object in order to serve the coming Ubiquitous era (Weiser, 1998)
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
doi https://doi.org/10.52842/conf.acadia.2003.057
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
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

_id c5c5
id c5c5
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO VIRTUAL DESIGN FOR SPATIAL CONFIGURATION PROBLEMS,
source 7th IEEE International Information Visualisation Conference, London, UK, 16-17 July 2003. http://www.graphicslink.demon.co.uk/IV03/
summary In this paper, we present a new framework for the use of Virtual Reality (VR) in engineering design for configuration applications. Traditional VR systems support the visual exploration of a design solution but do not assist the user in exploring alternative solutions based on domain knowledge. Extending previous work in the area of Intelligent Virtual Environment, we propose an intelligent configuration system based on constraint logic programming (CLP), integrated in a real-time 3D graphic environment. This type of integration facilitates the expression of design knowledge in the VE and enables the user to interactively solve and/or refine a spatial configuration problem. In the system described in this paper, the user can visually explore configurations, but his interaction with objects of the configuration problem triggers new cycles of constraint propagation from the modified configuration to produce a new compatible solution.
keywords Virtual Reality, Virtual Design
series other
type normal paper
email
last changed 2005/12/02 11:31

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