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 287

_id 514caadria2004
id 514caadria2004
authors Soyoung Park, Jinwon Choi
year 2004
title Retrieving and Browsing Information of Building Equipment Using Augmented Reality Techniques
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 911-926
doi https://doi.org/10.52842/conf.caadria.2004.911
summary Current research on AR (augmented reality) tends to focus more on fields other than architecture. However, the AR technology will also affect architecture and will become more powerful than it is now. In this study, we have attempted to develop a new system called ‘Building Scanner’ that recognizes an area and information of building equipment frequently on a single floor using AR techniques and enables a user to browse/retrieve more naturally and easily. For this system, our study proceeds in the following three steps; 1) Develop an object-oriented CAAD system, 2) Develop building equipment database and input system, and 3) Visualize 3D building equipment data on AR. We believe that our attempts can generate a new powerful tool with a wide range of applications for architecture. Further research includes improving information of building equipment input methodology, user interface designs for the Building Scanner, and constructing other information for broader applications, etc.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2004_495
id 2004_495
authors Lonsing, Werner
year 2004
title Augmented Reality as Tool in Architecture
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 495-499
doi https://doi.org/10.52842/conf.ecaade.2004.495
summary This project describes a way to combine real-world images with graphical representations of three-dimensional objects.In architecture the combination of physical and virtual spaces is a traditional approach to propose the design of a building. Presenting a virtual design as it appears in relity requires either an unsatisfying level of abstraction while being on-site, as with sketches, or the performing of several ardous tasks. While in this case the quality is appropiate, it is now unlikely to get immediate results.Combining an interactive modeler as the primary designing instrument with a augmented reality system as mixture of cameras, GPS-devices and fiduciary features the system can demonstrate how augmentation as tool in architecture might work.
keywords Augmentation: Augmented Reality; Interactive Modeler; Opengl; GPS
series eCAADe
last changed 2022/06/07 07:59

_id 201caadria2004
id 201caadria2004
authors Marc Aurel Schnabel, Steve K S Kuan and Weidong Li
year 2004
title 3D Transformations - 3D Scanning, Digital Modelling, Rapid Prototyping and Physical Depiction
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 227-238
doi https://doi.org/10.52842/conf.caadria.2004.227
summary We investigate the creation and reinterpretation of an architectural design process using a variety of digital and physical media. We study how tools for design influence perception, comprehension and creation of spatial volumes within both Virtual Environments (VE) and physical realms. We explain how designers translate spatial volumes and communicate architectural design ideas by using VE and conventional models. In a series of reinterpretation of architectural meanings we examine the translation of threedimensional design from virtual to tangible depictions and vice versa. We conduct a design-studio in order to explore issues of quality, understanding, communication and building of architectural compositions. VE can be an environment for design distinguishable and facilitating reality. We test this statement by interchanging both realms to that extent that the boundaries of each one are nearly dismantled. Virtuality and reality are both used in alternative formand design-finding exercises in order to gain an overall conclusive design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2004_480
id 2004_480
authors Mark, Earl
year 2004
title Inter-related Scaled Models of the Built and Natural Environment: Merging CAD with Satellite Image Viewing
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 480-488
doi https://doi.org/10.52842/conf.ecaade.2004.480
summary By inter-relating CAD and satellite image earth-viewing tools at building specific, city-wide and larger global scales, a wider framework of observation yields insight into the connectedness between built environments and tracking influences between them. The technologies for visualization and analysis at distinct scales are moving towards greater integration. This project demonstrates integration through three case studies, each at a different scale of application, and considers performance issues and implications for more general use. More specifically, CAD, GIS and now Satellite Image Based Earth Viewing systems all have found separate application within Architecture, Urban Planning and Strategic Regional Analysis This paper reports on an effort to test the tighter coupling of these systems on three projects, each at a different scale: (1) urban and regional scale, (2) continental scale, and (3) hemispheric analysis scale.
keywords CAD, Earth Viewer, Digital Terrain Model, Comprehensive Plan, Architectural Review Board, Computer Animation
series eCAADe
email
last changed 2022/06/07 07:59

_id 2004_318
id 2004_318
authors Ng, Edward
year 2004
title Optimise Urban Daylight Design Using Computational Simulations
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 318-324
doi https://doi.org/10.52842/conf.ecaade.2004.318
summary Urban design is about providing an infrastructure for its inhabitants. An important consideration of design is to provide natural outdoor conditions that are pleasant and conductive to human activities. A well designed outdoor urban environment will also make the design of individual buildings within it easier. There are many design parameters, for example: Development Density, Plot ratio, Site Coverage, Skyline, Building to Space Ratio, Permeability, Building Shapes and so on. This paper reports a study based on „skylines“ as a design parameter, and how it affects daylight and natural ventilation provisions and performance. Experiments are conducted with physical models in artificial sky, as well as using computational lighting simulations. The study establishes that by varying the skylines of the city, the overall daylight performances could be improved when compared to a city with a uniform skyline - given the same density. The message of the paper is that: through better understanding and design, high density cities could be planned and optimised without losing the development efficacy of the land.
keywords Daylight; Parametric Study; Urban Design; Density
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2004_216
id sigradi2004_216
authors Pablo C. Grazziotin; Benamy Turkienicz; Luciano Sclovsky; Carla M. D. S. Freitas
year 2004
title Cityzoom - A tool for the visualization of the impact of urban regulations
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Visualization has been used for many years as an important way of presenting architectural design and projects. However, beyond design, planning urban areas requires the analysis of different factors. Urban regulations are planning tools used to control and/or stimulate changes in the urban structure and to reproduce a certain level of quality of the urban milieu. Land area, built area, plot rate, average building height, and other important attributes can be easily obtained from the geometric objects in the city model or explicitly associated to them. This paper presents a system, CityZoom, which integrates several performance tools that allow the simulation of different attributes related to a planned or existing city. These attributes are shown in different ways either as tables of attribute values estimated from model evaluation, or 3D scenarios where the user can navigate and observe realistic shadows and daylighting estimation based on the concept of solar envelope.
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2008_166
id sigradi2008_166
authors Papanikolaou, Dimitris
year 2008
title Digital Fabrication Production System Theory: Towards an Integrated Environment for Design and Production of Assemblies
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary A Digital Fabrication Production System (DFPS) is a concept describing a set of processes, tools, and resources that will be able to produce an artifact according to a design, fast, cheap, and easy, independently of location. A DFPS project is a complex assembly of custom parts that is delivered by a network of fabrication and assembly processes. This network is called the value chain. The workflow concept of a DFPS is the following: begin design process with a custom geometric form; decompose it into constructible parts; send the part files for fabrication to various locations; transport all parts at the construction site at the right time; finally, assemble the final artifact. Conceptually it means that based on a well structured value chain we could build anything we want, at anyplace, at controllable cost and quality. The goals of a DFPS are the following: custom shapes, controllable lead time, controllable quality, controllable cost, easiness of fabrication, and easiness of assembly. Simply stated this means to build any form, anywhere, accurately, cheap, fast, and easy. Unfortunately, the reality with current Digital Fabrication (DF) projects is rather disappointing: They take more time than what was planned, they get more expensive than what was expected, they involve great risk and uncertainty, and finally they are too complex to plan, understand, and manage. Moreover, most of these problems are discovered during production when it is already late for correction. However, there is currently no systematic approach to evaluate difficulty of production of DF projects in Architecture. Most of current risk assessment methods are based on experience gathered from previous similar cases. But it is the premise of mass customization that projects can be radically different. Assembly incompatibilities are currently addressed by building physical mockups. But physical mockups cause a significant loss in both time and cost. All these problems suggest that an introduction of a DFPS for mass customization in architecture needs first an integrated theory of assembly and management control. Evaluating feasibility of a DF project has two main problems: first, how to evaluate assemblability of the design; second, how to evaluate performance of the value chain. Assemblability is a system’s structure problem, while performance is a system’s dynamics problem. Structure of systems has been studied in the field of Systems Engineering by Network Analysis methods such as the Design Structure Matrix (DSM) (Steward 1981), and the liaison graph (Whitney 2004), while dynamics of systems have been studied by System Dynamics (Forrester 1961). Can we define a formal method to evaluate the difficulty of production of an artifact if we know the artifact’s design and the production system’s structure? This paper formulates Attribute Process Methodology (APM); a method for assessing feasibility of a DFPS project that combines Network Analysis to evaluate assemblability of the design with System Dynamics to evaluate performance of the value chain.
keywords Digital Fabrication, Production System, System Dynamics, Network Analysis, Assembly
series SIGRADI
email
last changed 2016/03/10 09:57

_id 2004_218
id 2004_218
authors Silva, Gerardo
year 2004
title Productive 3D Building Modeling
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 218-221
doi https://doi.org/10.52842/conf.ecaade.2004.218
summary There are some alternatives to do 3D digital building models. One of them is realized by using 3D blocks with additional information to the graphic content. This kind of 3D blocks is named „blocks with attributes“. These models allow an easy way of 2D plans generation and an easy calculation of material quantities involved in the project. Author claims to divulgate this practice introducing it at the first steps in architectural studies.
keywords 3D CAD; Quantities Estimations; Virtual Reality (VR); Virtual Environments (VE)
series eCAADe
last changed 2022/06/07 07:56

_id 2004_586
id 2004_586
authors Voigt, A., Martens, B. and Linzer, H.
year 2004
title City Simulator - A Multi-dimensional VR-Simulation Environment
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 586-592
doi https://doi.org/10.52842/conf.ecaade.2004.586
summary Whether in splendid rural isolation or in an urban area, settlement and building structures always are exposed to the public. Questions as to the future design of our vital space basically always concern the public and thus call for a great deal of discussion. Launching a well-balanced debate between all those involved in the planning and design process requires clear exemplification of urban-spatial visions by means of simulation. A simulation device - called “City Simulator” - suited to conveying the multitude of spatial relations within the urban configuration and for developing urban-spatial ideas would fulfil such expectations. The complexity of the information required in this context can be coped with effectively by means of computer-aided simulation techniques focusing on digital city models. Thus the implementation of a “City Simulator” may be regarded as a decisive tool for the purpose. As those involved in the process normally consider themselves absolute novices within the context of complex planning processes, the simulator will to some extent act as a “translation machine”. This paper is based on a project proposal which has been submitted by the authors aimed at the acquisition of a “City Simulator” at Vienna University of Technology in the near future.
keywords 3D City Models; Simulation; Virtual Reality; Visualization; Communication
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2018_016
id caadria2018_016
authors Zahedi, Ata and Petzold, Frank
year 2018
title Utilization of Simulation Tools in Early Design Phases Through Adaptive Detailing Strategies
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 11-20
doi https://doi.org/10.52842/conf.caadria.2018.2.011
summary Decisions taken at early stages of building design have a significant effect on the planning steps for the entire lifetime of the project as well as the performance of the building throughout its lifecycle (MacLeamy 2004). Building Information Modelling (BIM) could bring forward and enhance the planning and decision-making processes by enabling the direct reuse of data hold by the model for diverse analysis and simulation tasks (Borrmann et al. 2015). The architect today besides a couple of simplified simulation tools almost exclusively uses his know-how for evaluating and comparing design variants in the early stages of design. This paper focuses on finding new ways to facilitate the use of analytical and simulation tools during the important early phases of conceptual building design, where the models are partially incomplete. The necessary enrichment and proper detailing of the design model could be achieved by means of dialogue-based interaction concepts with analytical and simulation tools through adaptive detailing strategies. This concept is explained using an example scenario for design process. A generic description of the aimed dialog-based interface to various simulation tools will also be discussed in this paper using an example scenario.
keywords BIM; Early Design Stages; Adaptive Detailing ; Communication Protocols; Design Variants
series CAADRIA
email
last changed 2022/06/07 07:57

_id acadia08_072
id acadia08_072
authors Frumar, Jerome
year 2008
title An Energy Centric Approach to Architecture: Abstracting the material to co-rationalize design and performance
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 72-81
doi https://doi.org/10.52842/conf.acadia.2008.072
summary This paper begins by exploring matter as an aggregated system of energy transactions and modulations. With this in mind, it examines the notion of energy driven form finding as a design methodology that can simultaneously negotiate physical, environmental and fabrication considerations. The digital workspace enables this notion of form finding to re-establish itself in the world of architecture through a range of analytic tools that algorithmically encode real world physics. Simulating the spatial and energetic characteristics of reality enables virtual “form generation models that recognize the laws of physics and are able to create ‘minimum’ surfaces for compression, bending [and] tension” (Cook 2004). The language of energy, common in engineering and materials science, enables a renewed trans-disciplinary dialogue that addresses significant historic disjunctions such as the professional divide between architects and engineers. Design becomes a science of exploring abstracted energy states to discover a suitable resonance with which to tune the built environment. ¶ A case study of one particular method of energy driven form finding is presented. Bi-directional Evolutionary Structural Optimization (BESO) is a generative engineering technique developed at RMIT University. It appropriates natural growth strategies to determine optimum forms that respond to structural criteria by reorganizing their topology. This dynamic topology response enables structural optimization to become an integrated component of design exploration. A sequence of investigations illustrates the flexibility and trans-disciplinary benefits of this approach. Using BESO as a tool for design rather than purely for structural optimization fuses the creative approach of the architect with the pragmatic approach of the engineer, enabling outcomes that neither profession could develop in isolation. The BESO case study alludes to future design processes that will facilitate a coherent unfolding of design logic comparable to morphogenesis.
keywords Energy; Form-Finding; Morphogenesis; Optimization; Structure
series ACADIA
last changed 2022/06/07 07:50

_id ascaad2004_paper23
id ascaad2004_paper23
authors Radwan, Magdy Mohamed and Lobna Abdel_Latif
year 2004
title A Review of Advanced Computer Applications in Architectural Acoustics
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The paper is a review of the advanced computer applications in Architectural Acoustics in its different fields, one of these fields is the new measuring apparatus and how it has moved from basic measurement using transducers and analyzers to final documentation based an advanced software. Computers have been proved to be a very useful tool in acoustic studies and prediction of acoustics performance of halls in the design stage. Recent commercial models have been reviewed in both fields; room acoustics and noise control in the built – up areas. Controlling the acoustic performance of some halls by different means and recently by computer has been discussed. The role of computers in the field of learning acoustics by means of auralisation and visualization and in the active noise control has been studied.
series ASCAAD
last changed 2007/04/08 19:47

_id 512caadria2004
id 512caadria2004
authors Chyi-Gang Kuo, Hsuan-Cheng Lin, Yang-Ting Shen, Tay-Sheng Jeng
year 2004
title Mobile Augmented Reality for Spatial Information Exploration
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 891-900
doi https://doi.org/10.52842/conf.caadria.2004.891
summary In this paper, we present an augmented reality system that integrates real and virtual worlds for outdoor sustainable education in campus. We develop a mobile spatially-aware computational device as a visualization aid to students learning outdoors. We apply the mobile augmented reality technology to a newly constructed ecological garden in our campus. Users can virtually see the underlying water cycling system outdoors and map the virtual objects to physical reality through embodied interaction with the computational device. The objective is to make invisible information visible to users to extend interactions with our “living” environment. Keywords : Augmented Reality, Mixed Reality, Mobil Computing, Information Exploration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2004_329
id sigradi2004_329
authors Ravi S. Srinivasan; Ali M. Malkawi
year 2004
title The use of learning algorithms for real-time immersive data visualization in buildings
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Computational Fluid Dynamic (CFD) simulations are used to predict indoor thermal environments and assess their response to specific internal/external conditions. Although computing power has increased exponentially in the past decade, CFD simulations are time consuming and their prediction results cannot be used for real-time immersive visualization in buildings. A method that can bypass the time consuming simulations and generate .acceptable. results will allow such visualization to be constructed. This paper discusses a project that utilizes Artificial Neural Network (ANN) as a learning algorithm to predict post-processed CFD data to ensure rapid data visualization. The technique has been integrated with an immersive Augmented Reality (AR) system to visualize CFD results in buildings. ANN was also evaluated against a linear regression model. Both models were tested and validated with datasets to determine their degree of accuracy. Initial tests, conducted to evaluate the user.s experience of the system, indicated satisfactory results.
series SIGRADI
email
last changed 2016/03/10 09:58

_id sigradi2004_265
id sigradi2004_265
authors Regina C. Ruschel; Alessandra A. S. de Oliveira
year 2004
title O potencial da animação digital como ferramenta de verificação de projeto [The Potential of Digital Animation as a Tool for Design Evaluation]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The digital animation provides the exploration of virtual expression making it possible to undertand complexities in architectural design. The purpose of this research was to verify user perception of the architectonic project through computerized animation. An experiment was developed to identify the user architectonic perception when watching the project animation compared to the reality of the accomplished kitchen project. Two kinds of digital animation were experimented: a simplified animation (using standard shading and render preview) and a realistic animation (using scanline resource for digital scenes rendering). It was verified that the simplified digital animation presents satisfactory cost-benefit relation in order to obtain design understanding for both, user and designer. Based on this experiment, directives were specified for the creation and aplication of a questionary together with design digital animation in order to verify architectonic program requeriments, for increased design compreehation.
keywords Animation, visualization, architectonic project process, kitchen
series SIGRADI
email
last changed 2016/03/10 09:58

_id 508caadria2004
id 508caadria2004
authors Tomas V. Dorta
year 2004
title Drafted Virtual Reality - A New Paradigm to Design with Computers
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 829-844
doi https://doi.org/10.52842/conf.caadria.2004.829
summary This paper proposes a new technique for designing spaces, called Drafted Virtual Reality (DVR), to be used in interior, architectural or industrial design. It proposes the construction of virtual panoramic environments through the QuickTime VR (QTVR) Panorama platform (Apple), starting from sketches made by hand using traditional pen-on-paper techniques. To construct these drawings, the designer uses the computer to build a graphic panoramic template. Using this technique, the designer takes advantage of both approaches, the capacities and possibilities of the computer using VR (3D environments, interaction and real-time), and those of free-hand sketches (abstraction, inaccuracy and ambiguity). These last elements are essential for the first steps of the design process in contrast to the conventional techniques of 3D modeling interacting with mouse and menus. In the development of design computer solutions, it is important to know the user well. However, most researchers propose systems very different than how designers actually work. The DVR doesn’t try to simulate analog tools by computers (digital pens), but takes advantage of hand drawn sketches created using analog techniques that are already known by designers and improved by VR visualization. A review of the implication of this technique on the design process. Not only is the technique fast and easy to learn, the results show that the designer can express their individuality and the idiosyncrasies of their personal sketches; important elements hard to achieve with conventional 3D modeling techniques. Finally, this technique can be perceived as a new paradigm in the way we work with computers in design. The limitations of interfaces and usage of current technology are seen when the designer outputs information from the system to process using other analog techniques. The proposed solution marries the existing competencies and techniques of the designer with the advantages of the computer processing. The quality of the virtual experience of this technique is consistent with current designer’s intentions within the traditional design process.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ddss2004_ra-19
id ddss2004_ra-19
authors Akamine, A. and A. Nélson Rodrigues da Silva
year 2004
title An Evaluation of Neural Spatial Interaction Models Based on a Practical Application
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 19-32
summary One of the serious problems faced by the Brazilian municipalities is the scarcity of resources for building education infrastructure. This asks for an optimal allocation of the available resources that includes, among other things, a rational spatial arrangement of the supply points (i.e., schools) in order to increase the demand coverage (i.e., students). If it is possible to foresee the regions where the demand is going to be concentrated, it is then possible to plan the location of new facilities and to assess the impact on the future level of service of the entire system. Considering that one of the consequences of the location-allocation process is the distribution of trips from demand points to supply points throughout the city, therefore affecting the overall intraurban accessibility conditions to essential services such as education, there is a strong need of models that planners can rely on to predict the future trip distribution patterns. As a result, the objective of this work was to evaluate the performance of Artificial Neural Networks (ANN) when applied to spatial interaction models, the so-called Neural Spatial Interaction Models. This was done in a practical context, in contrast to the more theoretical works commonly found in literature. The practical application showed that the neural spatial interaction model had different performances when compared to the traditional gravity models. In one case the neural models outperformed the gravity models, while on the other case it was just the opposite. The explanation for this may be in the data or in the ANN model formulation, as discussed in the conclusions.
keywords Artificial Neural Networks, Spatial Interaction Models, Education Infrastructure
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_120
id sigradi2004_120
authors Alfonso Corona Martínez; Libertad Vigo; Cristián Buacar; Sebastián Rubbo
year 2004
title En el taller de proyecto, dónde está la arquitectura? [In the Design Studio, Where is the Architecture? ]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study is placed on the research line of Pedagogical practice and formation of the educator, which theme is related to learning in virtual worlds. The article presents and discusses some aspects of the process of approaching subjects (teachers) to a Virtual World, at a first moment, in a level of exploration, experimentation, interaction as a user, and, at a second moment as a creator, an author of a Virtual World, AWSINOS. The present study takes part of a exploratory/experimental research of qualitative nature that looks for the creation of virtual worlds for the continued qualification online and focuses on the investigation of socio-cognitive behaviors of subjects during their organization as a group and during the activity of building and using these worlds.
keywords Virtual worlds, learning, continued qualification, avatars
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia04_282
id acadia04_282
authors Anders, Peter
year 2004
title Arch-OS: An Implementation of Cybrid Strategies
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 282-293
doi https://doi.org/10.52842/conf.acadia.2004.282
summary A review of the literature on Intelligent Buildings suggests an ideal of a building as an autonomous system that controls its internal and external environments. The model, whose origin lies with early models of artificial intelligence, effectively treats the building as a slave to human needs, and appears to invest more intelligence in the building than in its occupants. This paper proposes that automated environments be understood as extensions of human sense and awareness. It describes an operating system, Arch-OS, that exemplifies this approach by increasing building occupants’ consciousness of their environment.
keywords Cybrid, Mixed Reality, Responsive Environment, Planetary Collegium
series ACADIA
email
last changed 2022/06/07 07:54

_id avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
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 proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

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