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 604

_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 caadria2003_b7-3
id caadria2003_b7-3
authors Ma, Y.-P., Lee, C.-H. and Jeng, T.
year 2003
title Inavigator: A Spatially-Aware Tangible Interface for Interactive 3D Visualization
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. 963-974
doi https://doi.org/10.52842/conf.caadria.2003.963
summary The purpose of this work is to design a spatially-aware tangible interface for interactive 3D visualization. We explore an integrated platform whereby digital representations are integrated with physical artifacts. Our work provides a means to display separated perspective views of a design on multiple-projection physical planes. Users can directly interact with the physical planes to view digital information. By coupling physical artifacts with digital representations, the view of 3D information is mapped to physical space. Our work reduces the cognitive load on novice designers, and enhances the user's capability of understanding the relationships between multiple design representations.
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2003_133
id sigradi2003_133
authors Armesto, T., Morín, A. and Premern, C.
year 2003
title Hacia una RV de Representación Hiperrealista (Towards a VR of Hyper-realistic Representation)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The objetive of the proyect is the hiperrealistic simulation of scenarios on standard PCs. We use the same tools that are used by the entertainment industry (3d graphics engines) to get the highest level of realism possible in 3d worlds. By now, we are exploring only the audio and visual areas. The potencial of this 3d enviorments construction tools let us to create exploration enviorments for academic and professional implementation like commerce, tourism, education, communication, etc.
series SIGRADI
email
last changed 2016/03/10 09:47

_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

_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 fd5c
id fd5c
authors Derix C and Simon C
year 2003
title Morphogenetic CA: 69’ 40’ 33 north
source Proceedings of the Generative Arts conference, Milan, 2003
summary We would like to present some recent work using cellular automata and agent modelling for the generative design of building configurations. The cellular automata is based on a 3d terrain model of a site (taken from the recent Europan competition) which is encoded with both topological and economic data, and agents that are light sensitive and which reconfigure the developing architecture by checking overshadowing and spatial occupation. The emergent pattern of development therefore results from an understanding of the programmatic and the spatial parameters of the task, and is intimately related to the site and its peculiarities.
keywords urban planning, cellular automata, agent modelling, solar performance, hierarchical massing
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:37

_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 cf2003_m_017
id cf2003_m_017
authors PENG, Chengzhi
year 2003
title Serial Vision Revisited: Prospects of Virtual City Supported Urban Analysis and 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. 259-270
summary Following our previous research on developing a dynamic virtual city system (Sheffield Urban Contextual Databank, SUCoD), the paper reports on a study of applying the virtual city resources to an undergraduate urban design course. The study focuses on how the multi-dimensional and multiple types of urban contextual data can be used by student designers directly for urban visual analysis and design development. A link is made with the Serial Vision in Townscape first proposed by Gordon Cullen, which sets out an experiential approach to how a living city environment should be read and understood. Drawing on the project works produced by the students, some patterns of generating urban narratives and 3D spatial designs were observed. Although the current experiment with SUCoD is limited in terms of data scope and modelling capabilities, it reveals a future direction to follow that can turn conventional virtual cities into Web-based online services capable of supporting urban design analyses and syntheses directly.
keywords city, e-learning, serial vision, townscape, urban design, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id ecaade03_217_35_peng
id ecaade03_217_35_peng
authors Peng, Chengzhi
year 2003
title Visualising City in Change with the MEDIUM Platform
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 217-224
doi https://doi.org/10.52842/conf.ecaade.2003.217
summary Work on a methodology that attempts to deliver a dynamic urban information system for visualising city in change is presented. We have developed a Multi-tier Extensible platform for Dynamic and Interactive Urban Modelling (MEDIUM) in connection with a large-scale historical urban study programme that investigates the history of the City of Sheffield. The MEDIUM platform shows some new properties that could address the limitations observed in conventional static urban modelling. We consider that 3D virtual city models can be created along a chronological axis and the time dimension of each model segment can be registered in such a way that the 3D models of different times can be brought together under a unifying visualisation platform. This will allow a visual understanding of how a city may have evolved to develop. To date, we have applied the MEDIUM platform to real city datasets and produced examples that allow us to examine what effects of urban visualisation could be achieved through the dynamic user-centred approach.
keywords Dynamic urban modelling; virtual city; urban study, VRML; Web.
series eCAADe
email
more http://sucod.shef.ac.uk
last changed 2022/06/07 07:59

_id ijac20031102
id ijac20031102
authors Seichter, Hartmut; Donath, Dirk; Petzold, Frank
year 2003
title TAP - The Architectural Playground: A C++ Framework for Scalable Distributed Collaborative Architectural Virtual Environments
source International Journal of Architectural Computing vol. 1 - no. 1
summary Architecture is built information [1]. Architects have the task of restructuring and translating information into buildable designs.The beginning of the design process, where the briefing is transformed into an idea, is a crucial phase in the design process. It is where the architect makes decisions that influence the rest of the design development process [2]. It is at this stage where most information is unstructured but has to be integrated into a broad context.This is where TAP is positioned - to support the architect in finding solutions through the creation of spatially structured information sets without impairing creative development.We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect's work becomes one aspect of a decentralised working pattern. The software supports collaborative work with models, sketches and text messages within a uniform environment.The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2003_138
id sigradi2003_138
authors von Bennewitz, R.C., Ostornol Alemparte, I.M. and Marti del Campo, M.
year 2003
title OBRAS DE CONSOLIDACIÓN (Consolidation Works)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The central idea of this multimedia project, is the generation of a digital platform as an instance for the visualisation, confrontation and competition, based on the products created by the different state departments of the Chilean government. The final format will be a interactive TV program, that combine the Internet, the web pages of the state departments, and the audience, in a digital immersive architectural environment TV space.
series SIGRADI
email
last changed 2016/03/10 10:02

_id acadia03_044
id acadia03_044
authors Bermúdez, Julio and Foresti, Stefano
year 2003
title Information Visualization
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. 346
doi https://doi.org/10.52842/conf.acadia.2003.x.p5s
summary Digital visualization addresses representational challenges from within and without architecture. ‘Disciplinary’ digital visualization is used to explore, understand and communicate architectural information associated with the production of buildings. 3D modeling, rendering, animation and VR as well as the power of digital media to permit the seamless integration of various data types are unleashing completely new ways to display architecture. As digital power continues to increase and get cheaper, portability and wi-fi networks take root, and visualization work becomes even more main stream, we can expect growing changes in the way the design process is conducted, buildings are presented and documented, and the public and 3rd party’s demands from professional services. This demands a more conscious research/pedagogies aimed at developing new representation conventions.
series ACADIA
email
last changed 2022/06/07 07:49

_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 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 acadia03_053
id acadia03_053
authors More, G., Padgham, L., Mathieson, I. and Burry, M.
year 2003
title Multidimensional Presentation Environments with IntegratedIntelligent Agents
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. 421-425
doi https://doi.org/10.52842/conf.acadia.2003.421
summary A Multidimensional Presentation Environment (MPE) is defined here as a digital environment containing spatially located data that can be navigated by a presenter. Given an array of data types and the potential infinity of the associated datascapes, there is an opportunity to develop systems that assist the presenter in the navigation and analysis of complex information scenarios. This research reports on the utilisation of intelligentagent based software for a better understanding of spatial information representation within the MPE. This is achieved by utilising intelligent agent software to aid the presenter in the searching, retrieving, and articulation of datasets, and the application of such technologies in the generation of time based 3D graphical and audio presentations.
series ACADIA
email
last changed 2022/06/07 07:58

_id ascaad2007_036
id ascaad2007_036
authors Pratini, E.F.
year 2007
title Experimental Tools for the Teaching of Technical Graphics and Improving Visualization
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 457-468
summary This paper presents an updated evaluation of an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics at the University of Brasilia, Brazil. It differs from a previous paper (Pratini, 2004) for the addition of an overview of the course, the context and the new teaching methodology. It is an extended, more detailed paper, which includes examples, and closes with some results of surveys on the didactic material and the methodology. Our motivation for this experiment is the fact that most of the students have a lack of previous knowledge on the basis of drawings, resulting difficulties in both understanding and visualizing technical drawings. In this experiment, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To support the learning of this broad knowledge not present in the technical graphics bibliography, we first provided a website with animations and virtual reality resources. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. At the present time, the CD-ROM contains almost all the needed didactic material and software for the one semester technical graphics course. This experience was intended to improve and to support learning in a way that motivates the students, young people who are used to play video and computer games. Classes, website and CD-ROM material were conceived to take advantage of computers´ interactivity and animated resources. The use of computers´ technology and new media to support the learning resulted a new methodology and several new unanswered questions.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2003_005
id sigradi2003_005
authors Barros, D.R., Mandagarán, M., Susta, C. and Nigro, P.
year 2003
title Hipermedios y no linealidad (Hypermedia and non-linearity)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The following is the preliminary presentation of a study being carried out at the CEAC FAUD UNMdP Center, registered within the research project 15/B101, on hypermedia readings of urban fragments by non-expert users. This work aims at contributing to the definition of an analysis methodology applicable to hypermedia, Web site and CD rom, about design and architecture topics. It is based on the model of analysis by Aarseth, enlarged for hypermedia. Its purpose is to recognize and describe the features, recurrencies, saturations and differences which characterize them.
keywords Hypermedia, design, analysis methodology
series SIGRADI
email
last changed 2016/03/10 09:47

_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 ecaade03_465_118_chase
id ecaade03_465_118_chase
authors Chase, Scott C.
year 2003
title Revisiting the use of generative design tools in the early stages of design education
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 465-472
doi https://doi.org/10.52842/conf.ecaade.2003.465
summary Computer based generative design tools can help elucidate the nature of design, but are often restricted in their scope due to implementation issues. These ‘toy’ applications are often developed as proof of concept software, but have the potential to serve as teaching aids in early design education. A number of such tools will be described and the case made for their continued use in design education.
keywords Generative design tools, design education, computer programming, parametric variation, shape grammars
series eCAADe
email
more http://homepages.strath.ac.uk/~cas01101
last changed 2022/06/07 07:55

_id cf2003_m_105
id cf2003_m_105
authors CHASE, Scott C.
year 2003
title A Prototype Generative System for Construction Details Combining FBS Descriptions with Design Grammars
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. 413-422
summary A formal framework for redesign based upon Function-Behaviour-Structure models and design grammars is described. A proposed application domain is for the design and redesign of construction assemblies. GDL object technology is illustrated as a candidate tool for implementation.
keywords construction, grammar, geometric description, redesign
series CAAD Futures
email
last changed 2003/09/22 12:21

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