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 468

_id 2004
authors Hendricx, A.
year 2000
title A Core Object Model for Architectural Design
source Katholieke Universiteit Leuven
summary A core object model apt to describe architectural objects and their functionality is one of the keystones to an integrated digital design environment for architecture. The object model presented in this thesis is based on a conceptual framework for computer aided architectural design (CAAD) and aims to assist the architect designer right from the early stages in the design process. For its development the object-oriented analysis method MERODE (Model-based Existence-dependency Relationship Object-oriented Development) is used. After a survey on the role of computers in the architectural design process and on particular Product Modelling initiatives, the model is elaborated in two phases: the enterprise-modelling phase and the higher functionality-modelling phase. Actual design cases and test implementations help to establish the conceptual model and illustrate its concepts. The appendices provide a detailed description of both the object model and one of the case studies. The architect’s point of view and the specific nature of the architectural design process are the basic considerations, thus leading to a unique model that hopes to make a valuable contribution to the research area of integrated design environments.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ascaad2004_paper21
id ascaad2004_paper21
authors Garba, Shaibu B. and Mohammad A. Hassanain
year 2004
title A Review of Object Oriented CAD Potential for Building Information Modeling and Life Cycle Management
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary In many countries, the Architecture/Engineering/Consulting (AEC) industry is characterised by poor performance reflected in project delays and cost overruns. A contributor to the problem is the traditional approach to handling building information and its communication in life cycle management (LCM). Recent developments in Object Oriented Computer Aided Architectural Design (OO CAD) have provided the opportunity for improving building information modelling and its communication for more effective LCM. The aim of the paper is to review the potentials of OO CAD for building information modelling (BIM) and LCM. The paper reviews building information in the life cycle process, identifying the various actors and activities and the need for communication and information flow to support life cycle management. The paper also reviews the concept of OO CAD, highlighting its potential to improve building information and its flow and communication in life cycle management. The paper then goes on to review the potentials and limitations of OO CAD implementation in the AEC industry. The paper concludes by pointing out that the widespread adoption of OO CAD and the anticipated associated improvement in life cycle management will only be encouraged when the building industry is able to agree on a widely acceptable, interoperable standard for encoding building objects.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ijac20032204
id ijac20032204
authors Harfmann, Anton C.; Bauser, Paul J.
year 2004
title Component-Based Design: A Summary and Scheme for Implementation
source International Journal of Architectural Computing vol. 2 - no. 2
summary This paper summarizes the major advantages ofcomponent-based design as a paradigm for handling alldesign and construction information about a buildingat every stage of design. The paper reviews some ofthe current issues that plague the building design andconstruction industry. The component-based paradigmis reviewed as a model that reunites the fragmentedbuilding industry and as a solution for dealing withvast amounts of information that accretes during thedesign-construction process. Based on interviews witharchitects, engineers, contractors and fabricators aswell as on-site documentation of construction wefeature the design and construction of the main stairin the Rosenthal Center for Contemporary Artdesigned by Zaha Hadid as a specific case study toillustrate the viability of component-based design andto highlight the obstacles challenging itsimplementation.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id avocaad_2003_20
id avocaad_2003_20
authors Jaroslaw Szewczyk
year 2003
title Digital Representations of Values and Heritage in Architecture
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 paper presents the analyses of potential of networked media and computer tools for acting with the digital representations of local cultural values in order to describe and manage architectural cultural heritage. The classification of cultural heritage identifiers is presented, focussing on its applicability to organise digital storage and computer-assisted acting with cultural heritage.The objective of the paper is to inspire discussion about representing of “cultural identity” of digital data, in emphasize to possibilities of creating more digital tools and methods for management of cultural heritage. It is stated that handling complexity of architectural design should refer to heritage values. Generally, digital representations of architectural objects, similarly to real architecture, must have their cultural identities.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id ascaad2004_paper5
id ascaad2004_paper5
authors Abdelhameed, Wael A.
year 2004
title A Java Program Model for Design-Idea Exploration in Three Dimensions
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Visual Perception of depictions is the basis of the act of imagining employed in visual design thinking of design process, and consequently in design-idea exploration. Digital-media use plays a significantly important role in these exploration processes. The underlying assumption of the research is that Visual Perception affects Design-Idea Exploration processes. The research investigates and sheds more light on the processes of Visual Perception, which architects use in mass exploration of design ideas. The research is a part of a series that presents a Java program based on creating 3d shapes, in order for architects to explore initial shapes related to design ideas. The initial version of the program, which is a part of another research, creates 3d shapes through controlling their dimensions and insertion point. Functions of painting, controlling the light position, and shading are added to the program that is presented in this research. The research discusses Design-Idea Exploration and Visual Perception and their correlation. The added features of the program that is used as a design medium are also presented and linked to the investigated areas.
series ASCAAD
email
last changed 2007/04/08 19:47

_id avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
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 considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
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 In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 5cf4
id 5cf4
authors Barrionuevo, Luis F.
year 2004
title LOS "SPIROSPACES"
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 179-187.
summary This paper deals with “Spirospaces”. These are a conversion to the third dimension of the two dimensional geometric entities called “Spirolaterals”.

Abelson, Harold, diSessa and Andera (1968) gave the first rules concerning Spirolaterals. To obtain a Spirolateral from a set of straight lines, the first of them must be one unit long and the following must be incremented one unit at each step, at the same time that they turn in a constant direction. Odds (1973) establish the variation of the rotation direction, either to the left or the right. However, he did not give a mathematical relation able to calculate open Spirolaterals. Krawczyk (2001) developed a computer program that generates Spirolaterals following the method suggested by Abelson. These are Spirolaterals obtained by enumeration without a predictive mathematical formula. Krawczyc went farther proposing Spirolaterals based in curved lines. He pointed out that there are a variety of spirolateral forms that have architectural potentiality. Following this, the architectural potentiality of Spirolaterals is the basis of this paper.

To take advantage of that potentiality a computer program was implemented to generate spatial configurations based in Spirolaterals. When a third dimension is given to the Spirolaterals they become Spirospaces. These new entities need spatial and design parameters to be useful for architectural purposes. Barrionuevo and Borsetti (2001) gave results about that work establishing the concept of Spirospaces.

The aim of this paper is to describe a work directed to improve rules and procedures concerning Spirospaces. It is expected that these procedures governed by the proposed rules can be employed as tools during the early steps in the architectural design process.

In this work some aspects concerning Spirospaces are considered. First, Spirolaterals are presented as the predecessors of Spirospaces. Second, Spirospaces are defined, together with their structural parameters. Architectural modeling is studied at the light of two special elements of the Spirospaces: Interstitial spaces and Object spaces. Next, a computer program is presented as the appropriate tool to model configurations having architectural potentiality. Finally, the results obtained running the computer program are analyzed to determine their possible use as architectural forms. Several graphic illustrations are presented showing steps going from the exploration of spatial alternatives to the selection of a specific configuration to be developed.

It is expected that the described computer program could be employed as a design aid tool. As the operation of the program generates a variety of spaces able to dwell architectural objects, it eases the search of configurations suitable to specific functions. The results obtained have the possibility of being exported to computer graphic applications able to add materials, lights and cameras.

keywords Spirolaterals, Spirospaces, architectural spaces, interstitial spaces, objectual spaces
series other
type normal paper
email
last changed 2005/04/07 15:34

_id ijac20075402
id ijac20075402
authors Burry, Jane R.
year 2007
title Mindful Spaces: Computational Geometry and the Conceptual Spaces in which Designers Operate
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 611-624
summary Combinatorial computational geometry, while dealing with geometric objects as discrete entities, provides the means both to analyse and to construct relationships between these objects and relate them to other non-geometrical entities. This paper explores some ways in which this may be used in design through a review of six, one-semester-long design explorations by undergraduate and postgraduate students in the Flexible Modeling for Design and Prototyping course between 2004 and 2007. The course focuses on using computational geometry firstly to construct topologically defined design models based on graphs of relationships between objects (parametric design,) and concurrently to output physical prototypes from these "flexible models"(an application of numerical computational geometry). It supports students to make early design explorations. Many have built flexible models to explore design iterations for a static spatial outcome. Some have built models of real time responsive dynamic systems. In this educational context, computational geometry has enabled a range of design iterations that would have been challenging to uncover through physical analogue means alone. It has, perhaps more significantly, extended the students' own concept of the space in which they design.
series journal
email
last changed 2008/02/25 20:30

_id 2004_248
id 2004_248
authors Chang, Teng-Wen and Woodbury, Robert F.
year 2004
title GEOMETRY IN HIGHLY STRUCTURED DESIGN SPACES
doi https://doi.org/10.52842/conf.ecaade.2004.248
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 248-254
summary The Australian branch of the SEED project created a new formalism for design spaces in which the fundamental structuring operator is information specificity, formally characterised as subsumption. Here design space navigation is composed as combinations of the primitive operators of resolution, unification, anti-unification, search, query and hysterical undo. The structures needed to support such a view are highly constrained in a mathematical sense and it is in these constraints that the problems for representation of geometry arise. The research challenge is to add the formal design space exploration constraints into an existing geometric representation scheme or alternatively to discover a new scheme in which the constraints are realized. Based on Typed Feature Structures (TFS), Geometric Typed Feature Structures (GTFS) are a representation scheme and method for performing the basic design space exploration operations on geometric objects. The crucial insight behind extending TFS to geometry is to discover useful algebraic structures of geometric objects affording the mathematics required of TFS. In this paper we describe Geometric Typed Feature Structures through one example of form: IOPSet. Our method of exposition is both mathematical and graphical: for each structure we will demonstrate both how it meets the necessary formal conditions as well as the sorts of form-sculpting operations it enables. An architectural example: insulated enclosure is used as a demonstration of subsumption operations over IOPSet. One alternative description of insulated enclosure using GTFS is also shown in the paper.
keywords Geometric Typed Feature Structures, SEED, Design Space Explorer, Geometric Design Information
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
doi https://doi.org/10.52842/conf.ecaade.2004.050
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
summary The creation of virtual environments is becoming the alternative for spatial design, while what can be expanded from the real environment is often questioned. This paper proposes the agent interface based on curiosity to create human computer interaction in virtual exhibitive environments. From a social and behavioral point of view, this research explores the use of places as metaphors and simulative human-computer interactions in virtual environments by reactive agents and proactive curious agents based on situation detection. The process is demonstrated by a museum exhibition project. Both the physical and the virtual environment are built, and studied the human behaviors and experiences from their presence at both environments. Agent interfaces are adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
keywords Virtual Environment; Digital Design; Agent; Curiosity; Interfaces
series eCAADe
email
last changed 2022/06/07 07:56

_id ijac20042401
id ijac20042401
authors Coyne, Richard; Rebelo, Pedro; Parker, Martin
year 2004
title Resisting the Seamless Interface
source International Journal of Architectural Computing vol. 2 - no. 4, 430-442
summary In this paper we examine the quest for seamless computer interaction from the point of view of cultural theory, in so far as this study draws on Freud and his critics. The paper adopts Ricoeur's critical stance, examining the roles of metaphor, repetition, resistance and a time-based perturbation, as means of challenging the imperative towards the seamless interface. We also draw on our experience in teaching and creating interactive digital media works.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2004_404
id sigradi2004_404
authors Eduardo Lyon
year 2004
title Artificial intelligence and emergence in architecture: A multi-agent based model for design processes
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The purpose of this paper is to provide an alternative approach to traditional design process formulation and elaboration. In contrast to traditional models of design process fundamentally defined by the abstract manipulation of objects, this study recognizes that the resources available for rethinking architecture are to be found in a reformulation of its theory and practice. This reformulation should be based on non-linear design processes in which dynamic emergence and invention take the place of a linear design process fixed on a particular object evolution. Design is possible to be defined in two different and commonly confused ways; one as the process of designing or design activity and the second as the product of designing. In this study, we are concerned with design as a process to emphasize the misconceptions, derived from studying design products solely. Therefore, we propose a change from a design knowledge based on objects to a one focused on design as a network of processes.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 2004_396
id 2004_396
authors Fischer, Thomas
year 2004
title Microcontroller - Enhanced Physical Models for Architectural and Product Design
doi https://doi.org/10.52842/conf.ecaade.2004.396
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 396-403
summary Electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models as processes of use, interaction and transformation take center stage in various fields of design. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they will allow new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects seems to confront designers and model makers with a steep learning curve outside the domains of their traditional expertise. The variety of alternative technologies and development tools in this area has a particularly disorienting effect on novices. Some early experiences however suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. It is the purpose of this paper to provide designers with a starting point for explorations into this area, to give orientation and to demonstrate some possible development approaches and results.
keywords Interaction, Process, High-Fidelity Models, Microcontrollers, Electronics
series eCAADe
last changed 2022/06/07 07:51

_id 2004_366
id 2004_366
authors García Alvarado, Rodrigo and Monedero Isorna, Javier
year 2004
title The Fragmented Eye - Cinematographic Techniques for Architectural Animations
doi https://doi.org/10.52842/conf.ecaade.2004.366
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 366-373
summary In order to contribute to the elaboration of more expressive architectural animations, some famous films, documentaries of buildings and award-winning animations were analyzed. This was carried out examining the cinematographic techniques used at three levels of filming language; image setting, shot movements and montage, according to concepts described in theoretical texts. The analysis revealed an extensive use of techniques, in particular in movies, that give graphic diversity and perceptual stability. Based on that, it proposes some ideas for the planning of an architectural animation and a computer implementation of some filmic concepts, in particular related to movements of the point-of-view. This study suggest a fragmented view of building designs, to get an appealing moving presentation, with visual interest and continuity, as such should be also in architecture.
keywords Animation, Film, Image, Movement, Montage
series eCAADe
last changed 2022/06/07 07:50

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id 509caadria2004
id 509caadria2004
authors Jaewook Lee, Yongwook Jeong, Seung Wook Kim, Yehuda E. Kalay
year 2004
title Intelligent Behavior Control of 3D Objects in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2004.845
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. 845-856
summary Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users’ context-specific needs. Since objects are essential components that anchor the users’ various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
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. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id eaea2003_0
id eaea2003_0
authors Kardos, P. and Urland, U. (Eds.)
year 2004
title SPATIAL SIMULATION AND EVALUATION - NEW TOOLS IN ARCHITECTURAL AND URBAN DESIGN
source Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7, 144 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 3b25
id 3b25
authors Kepczynska-Walczak, Anetta
year 2004
title A model proposal for digitisation and recording data on architectural heritage in Poland based on European guidelines and best practices.
source University of Strathclyde, Dept. of Architecture and Building Science, Glasgow UK
summary The aim of the research is an adoption of digital technology in the recording and management of architectural heritage of Poland. The current documentation practice does not fit to the present needs. The existing system of built heritage recording and protection in Poland was developed during the 1960s and the 1970s. It is based on a database of paper fiches. Although the documenting template allows the collection of comprehensive information on historic buildings, the whole system of heritage protection remains petrified. The database verification and upgrade is usually delayed, and moreover, the records do not include some information crucial for successful protection and regeneration of historical buildings. The lack of computer aided documentation system causes, furthermore, inadequate management of the heritage. Central to the research methodology is the belief that a computer aided documentation system for built heritage in Poland should be compatible and harmonised with similar European projects as a response to the needs of the emerging Information Society. To achieve that standards and best practices in Europe were identified, analysed and compared with the current Polish system of heritage protection and management. Activities of Scottish organisations from the cultural heritage sector, being in the forefront of European achievements, were studied in detail. It was observed that Scottish advancements might be a source of valuable lessons and guidelines for similar activities in Poland. The issues crucial to designing a framework model for digitisation and recording data on architectural heritage in Poland were given particular attention. These included aspects related to content, technology, legislation, and project organisation. As a result a number of recommendations were formulated and supported with necessary tables and diagrams. This specification is intended as a starting point for implementation of digital technology in recording and management of architectural heritage of Poland. It is believed that the research outcomes may become useful not only for the architectural heritage documentation and management, but also in the wider cultural heritage sector in Poland. The thesis concludes with a statement that the validity of any guidelines related to the digital technology has a limited lifespan, and therefore the proposed model for digitisation and recording data on architectural heritage in Poland, to be successful, requires constant, diligent review of the technology development.
keywords ICT, architectural heritage, database systems
series thesis:PhD
type normal paper
email
last changed 2006/10/31 12:32

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