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 572

_id sigradi2004_030
id sigradi2004_030
authors Andreas Voigt; Helena Linzer; Elmar Schmidinger
year 2004
title What people really want - User validation of "digital city" concepts
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This Paper discusses the experience acquired from the user-compatible development of a digital city model as an aid to urban planning based on the endeavours of a large Austrian city. The method selected was a structured survey of the future users of the "Digital City". In the case in question, the addressee is initially an "internal" client, in other words the staff of the Urban Planning Department. Above all findings it seems vital to work more intensive on common terminology and concepts to facilitate the communication between all those involved in creating digital three-dimensional City Models.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 415-424
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2004_349
id sigradi2004_349
authors Adriana Simeone; Roberto Segre; José Ripper Kós
year 2004
title O processo de desenvolvimento da ferramenta cidade interativa [The Developmental Process of an Interactive City Tool]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper exposes site .Cidade Interativa. development process, based on: a reflection about importance of users. points of view.s incorporation for space remodelling; a study about theoretical and practical experiences which, in different ways, approached potencialities of participation of a community.s members in a project; and, finally, a investigation of propagation alternatives of individual readings as information source for urban project, trying to enhance points of view that generally remain occult in the form of invisible practices of anonymous users. This site must be understood as concretion of an idea: creating a vehicle from which is possible to become individual readings public, so that these are shared and, also, make them available to people responsible for urban projects as information source.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_292
id sigradi2004_292
authors Aline Couri Fabião
year 2004
title Vilosidades espaciais - Ambientes imersivos e interativos em rede [Space Villosities - Immersive and Interactive Environments in Network]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary With the aim to explore the potential of creating spaces through the Internet, the research is based on Novak.s concepts . .Soundscapes. and .Navigable Music. . for a project that includes the production of a file sharing software (peer to peer) and chat that allows the sonorous and visual representation of the connected users, defining a virtual space, a fluid sonorous landscape, where it.s main constituent substance is the sound. An environment network with participative and collective sound and image being able to be visualized in full screen. This software is the experimental part of the MSc project (still in its initial phase) developed in the School of Communication of UFRJ, in the line of research Communication Technologies and Aesthetics.
keywords Soundscape; communication; net art; peer to peer; environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_143
id sigradi2004_143
authors Andrés Cavieres; Christian Beros; Maria Loreto Flores; Marcelo Quezada; Osvaldo Zorzano
year 2004
title Capacitación docente en tecnologías de información y comunicación hacia la conformación de redes colaborativas de trabajo/aprendizaje [Faculty Development in Information Technology and Communication Towards the Creation of Collaborative Working and Learning Networks]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The Academic Upgrade Program (.Capacitación Docente.) is been developed in the contexto of a MECESUP project (government funding assignments for education) at the FAU of Universidad de Chile. This program is about upgrading knowledge and user capabilities in Information and Communication Technologies (IT) of our academic team, in order to improve our pedagogical model, and to include these IT into the learning-teaching process for Architecture, Design and Geography. Considering that new technologies are part of the contemporary professional development and they are already included in high school in Chile, they should be part of the university academic environment as well, as an important tool and a link between generations, careers, and stages of education. Estimulating a cultural transformation process in the academic team, promoting transversal network thinking and to generate a base of knowledge in digital culture are our main objectives. This is our contribution to a new academic model, which we need in deed.
keywords Colaborative Learning, IT, Knowledge Management
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id eaea2003_15-breen
id eaea2003_15-breen
authors Breen, J. and Giro, H.
year 2004
title The DXI Experience. Ten Years of Design Visualization Developments in an Educational Laboratory Context
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 71-77
summary Design visualisation is an essential aspect of virtually every form of design enquiry. The effects of potential environmental interventions may be simulated in order to gain the types of insights, which cannot be acquired easily from two-dimensional notations. Three-dimensional representations may be generated for very different reasons. The most direct form of design imaging is traditionally for the benefit of the designer him/herself, in order to test whether the working concepts offer fitting solutions to the complex array of design conditions such as context, programme and feasibility. Alternately, images may be generated for the benefit of communication, in order to offer insights into the expected workings of a particular proposal (possibly including alternatives). This may lead to greater understanding and possibly to reaching consensus amongst different ‘actors’ involved in the design and realisation process. In many cases the results of such visualisation studies contribute to ‘bridging the gap’ between the professionals and other parties involved more indirectly in design decision-making or the appraisal of the proposals. Designers can use distinctly different methods when going about such imaging procedures. Their choices for particular techniques may depend on their familiarity or the availability of certain media devices. Being confronted with new modelling and/or visualisation instruments can stimulate the interest in fresh approaches. In this respect, the design education environment can play an important role in not only teaching ‘proven’ applications to future designers, but also in creating a platform for the active development of innovative approaches to the design visualisation practices: education as a ‘laboratory’ for new insights and potentially a ‘breeding ground’ for the extension of the designer’s instrumentation. This contribution documents the experiences gained in some ten years within an educational application, involving active use of design driven media applications. The emphasis lies on the evolvement of techniques for eye-level imaging, whereby use can be made of different types of models: physical scale models as well as digital, virtual models. Changing attitudes towards dynamic and serial vision are considered, whereby storyboard approaches on the level of integral presentation are considered. By analysing a selection of cases and their underlying approaches an indication is given of the changing attitudes and combinations of multimedia techniques, which offer opportunities to design visualisation and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 410caadria2004
id 410caadria2004
authors Chiung-Hui Chen, Hui-Tin Lin, Mao-Lin Chiu
year 2004
title A Scenario-Based Agent System for Digital City Interaction
doi https://doi.org/10.52842/conf.caadria.2004.693
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. 693-706
summary Urban design involves coordination and communication for collecting consensus among citizens and developing the design strategy and spatial program. While these are web-based systems for representing the real world actions, there is lack of human interaction for receiving feedbacks during the process. Therefore, the purpose of this study is to introduce the agents into the participatory design process (PDP) based on scenarios. This paper has developed a webbased system prototype to demonstrate how the agent can interact with users and how the interface facilitates incremental design. We present a participatory design project in an old street to illustrate how the Scenario-Based Agent System (SBAS) model functions in a real application. Meanwhile, four issues will be discussed in regarding with building a learning interaction agent as an actor.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2004_363
id sigradi2004_363
authors Eleanna Cadalso; Alejandro Haiek Coll; Pedro Soza Ruiz
year 2004
title Graficando estructuras de conocimiento: Diagramas matriciales, infomapas, cartografias y estructuras de organización cognitiva [Representing Knowledge Structures: Matrix Diagrams, Infomaps, cartographies and Structures of Cognitive Organization]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This investigation approaches graphical representation systems as mechanisms that provide a greater level of expansion for the acquirement, production and transmission of knowledge. It serves as a digital educational instrument that connects to the academic platform and assists students and professors allowing them to experiment with different operational components directly form a user.s interface. The device has a Registration and Temporal Evaluation Structure, which allows students to retrieve information regarding the semester, course grades and student.s individual performance; a Search System, which downloads theoretical reference texts, practical tutorials, libraries of images, models or videos; an Interaction and Communication System, which benefits the exchange of information through forums and chats; and finally an Access, Interpretation and Data Transfer Map, which acts as a cartography of the process organizing simultaneously all the cognitive matrixes.
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2004_345
id sigradi2004_345
authors Eleanna Cadalso; Alejandro Haiek Coll; Pedro Soza Ruiz
year 2004
title Modelación por captura de movimiento [Modeling by means of Movement Capture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Keyframing, Morphing, Inverse Kinematics; they are all animation technics which have been explored by diverse groups of architects, academics and students, searching for new horizons in the proyecting process development, pushing forward the present limits of proyecting methodology. We define this project starting by the explorative use of animation tools as experimental variables in reformulating our design processes. Data input have been traditionally carried out using classic interfaces such as keyboard, mouse, graphics tablet, among others. Despite this is accepted by many as the standard way of communicating with machines, we think this is still very far from the ideal way to design and model new proposals. In this context we propose to investigate a new way to approach to the computed aided modelling process, questioning and reformulating traditional interfaces in user .machine communication.
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2004_206
id sigradi2004_206
authors Felipe Carrara Moura Pussente
year 2004
title Interfaces digitais para processo de projeto participativo: Estudo de caso com mutirões [Digital Interfaces for a Participatory Project: The Case Study of mutirões]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research is applied to self-managed building, objecting housing construction projects and identifying the self-managed particularities to achieve a better quality in the architectural project and a better quality of life for its users. The digital training of a group of homeless people can expanded through the distribution of interfaces over the internet, developing methodological procedures at the process of conception, implementation and enlargement of housing construction in self-managed building. The making of interactive interface is analyzed through experimentation and workshops done with homeless people having the goal to be totally friendly to its user, not letting him become confused or bored.
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2004_326
id sigradi2004_326
authors Gilberto Corso Pereira
year 2004
title Visualização e representação do espaço urbano [Visualization and Representation of Urban Space]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project had as goal to investigate how an urban space can be represented, and how can we to present information that facilitated broad and interactive spatial analysis in an easy and friendly way. This target was reached trough the elaboration of a computer application that allowed urban information visualization about Salvador City. This tool let users to build thematic cartography, visualize interactive 3D models, images, etc. Project development already produced two different prototypes. First versions provide a great spatial analyze flexibility, but it interface founded in a workspace defined do not allow user to do all overlayer possible. In this case the tool was a kind of cartographic atlas. The actual version had as design presuppose, to give users more information, interactivity, power and flexibility, adopting new medias, new representation models, and presenting quantitative and qualitative information.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 2004_418
id 2004_418
authors Gilles, H., Damien, H., Benoît, O. and Bignon, J.-C.
year 2004
title A Scenario Approach to Validate and Demonstrate the Tool Usefulness in Cooperative Design
doi https://doi.org/10.52842/conf.ecaade.2004.418
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 418-425
summary The social and economic context of architectural co-operative projects does not support the experimentations with dedicated tools. Therefore, we chose to achieve functional validations and operations of communication about tools usefulness with the use of scenarios. The scenario techniques are usually used in computer science to capture user’s needs and to validate software specifications. After having analyzed the different contexts of scenario usage in computer science, we characterize the specific context of the use of tools in cooperative activities. Then, we report some experiences of functional validation, of tool demonstration and of usefulness validation based on the use of scenarios. We explain in each experience the objectives and their implication in the scenario definition.
keywords Scenario, Experimentation, Cooperation, Collaborative Tools
series eCAADe
email
last changed 2022/06/07 07:50

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
doi https://doi.org/10.52842/conf.ecaade.2004.500
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id sigradi2004_283
id sigradi2004_283
authors Iván N. León Trujillo
year 2004
title Interacción icónica verbal en interfases digitales [Verbal Iconical Interaction in Digital Interfaces]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Based on principles of usability and semantics, to analyze the structure that sub lies in the design of a graphical digital interfaces, it.s the main focus of this paper. Besides it tries to provide the criteria for designers of interfaces, and helps them to understand certain items that can give them the tools with they can generate in the common user, confidence and freedom in the use of an interface.
keywords Semantic Structure, Visual communication, Interfaces, Usability, Adscriptor
series SIGRADI
email
last changed 2016/03/10 09:53

_id 510caadria2004
id 510caadria2004
authors Ju-Yeon Kim & Hyun-Soo Lee
year 2004
title Developing a Color Adaptive VR Interior Design System Based on Psychophsiological Responses
doi https://doi.org/10.52842/conf.caadria.2004.857
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. 857-870
summary This research utilizes vision-based affective recognition and sensing technologies, which are tested in order to interpret what emotional moods people experience with visual spatial images; these tests help to automatically provide feedback on the natural ways to manipulate affective intelligent communication. That is, the primary objective of this research is to realize an adaptable architectural virtual reality (VR) model whose color attributes can be changed dynamically according to the identified emotional state of the user. Eventually, this research addresses how to capture a specific user’s emotional states through the system and use it for modifying an architectural VR model, mainly for its color adaptation. In the applicability process, this system proposes towards user oriented smart environment such as the colors of an interior space are dynamically changed according to a characteristic affective response of a user.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ascaad2004_paper10
id ascaad2004_paper10
authors Khaled, Sherbini and Krawczyk, Robert
year 2004
title Overview of Intelligent Architecture
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The concept of intelligent architecture started as an interest in the latest integrated building systems operating a single building or facility, so that systems can communicate and exchange information. The communication among these systems allows the right responses and decisions to operate buildings in a productive, economical and convenient way. Communication and information sharing prevents decisions from interfering with other systems’ responses or operation. Systems’ decisions and responses form the responsive architecture that is represented by systems outputs. If intelligent buildings need to receive, analyze, and react according to such processes, responsive ones are required only to receive and react to only one input parameter. Technology and communication systems make it possible to combine several parameters by using system integration and computerization. Technology and computerized systems have enhanced and changed the manner of responses and provided a variety of decisions according to different sources of information. Receiving, analyzing, and reacting are the key criteria of intelligent building that this paper will explore. The input (reception) category covers information detection devices such as temperature sensors. The second category will be the category of analysing devices. The third category, decisions and outputs, will cover both output of sensory devices and forms of reaction and response that emanate from these systems. As a result of the third category, this paper will survey the forms of responses to determine whether or not the kinetic response is a viable choice. The paper will discuss if these three criteria are the only criteria creating intelligent building or if there are others. The paper will give an overview on intelligent architecture and explore in the main criteria determining intelligent building. The paper will then discuss when “responsive” and "kinetic" architecture becomes “intelligent”. The paper will also redefine the intelligent architecture in the light of available technology.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_074
id 2004_074
authors Lang, Silke and Hovestadt, Ludger
year 2004
title Interaction in Architectural Immersive Applications Using 3D Video
doi https://doi.org/10.52842/conf.ecaade.2004.074
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 74-81
summary In this paper we describe the impact of 3D video technology on immersive telepresence applications in the context of architecture. This technology enables new ways of collaborating and communicating between distant locations. The photorealistic appearance of a 3D user representation and other objects allows for natural and close co-operation in immersive spaces. We conclude with experiences and results derived from inserting and interacting with 3D representations of users in specific Virtual Reality scenarios.
keywords Human-Computer Interaction, 3D Video, Virtual Reality, Tele-Immersion, Prediction and Evaluation
series eCAADe
last changed 2022/06/07 07:52

_id liewh_pdh_2004
id liewh_pdh_2004
authors Liew, Haldane
year 2004
title SGML: a meta-language for shape grammars
source PhD dissertation, Department of Architecture, Massachusetts Institute of Technology, Cambridge, Mass
summary A shape grammar develops a drawing through a series of transformations by repeatedly applying if-then rules. Although the rules can be designed, in principle, to construct any type of drawing, the drawings they construct may not necessarily develop in the manner intended by the designer of the grammar. In this thesis, I introduce a shape grammar meta-language that adds power to grammars based on the shape grammar language. Using the shape grammar meta-language, the author of a grammar can: (1) explicitly determine the sequence in which a set of rules is applied; (2) restrict rule application through a filtering process; and (3) use context to guide the rule matching process, all of which provide a guided design experience for the user of the grammar. Three example grammars demonstrate the effectiveness of the meta-language. The first example is the Bilateral Grid grammar which demonstrates how the meta-language facilitates the development of grammars that offer users multiple design choices. The second grammar is the Hexagon Path grammar which demonstrates how the metalanguage is useful in contexts other than architectural design. The third and most ambitious example is the Durand grammar which embodies the floor plan design process described in Précis of the Lectures of Architecture, written by JNL Durand, an eighteenth century architectural educator. Durand's floor plan design process develops a plan through a series of transformations from grid to axis to parti to wall. The corresponding Durand grammar, which consists of 74 rules and 15 macros organized into eight stages, captures Durand's ideas and fills in gaps in Durand's description of his process. A key contribution of this thesis is the seven descriptors that constitute the meta-language. The descriptors are used in grammar rules: (1) to organize a set of rules for the user to choose from; (2) to group together a series of rules; (3) to filter information in a drawing; (4) to constrain where a rule can apply; and (5) to control how a rule is applied. The end result is a language that allows the author to create grammars that guide users by carefully controlling the design process in the manner intended by the author.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id sigradi2004_342
id sigradi2004_342
authors Marcela Pizzi; Andrés Cavieres; Eleonor Pérez
year 2004
title Hacia una semiótica de la hiperciudad [Towards a Semiotics of the Hypercity]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research is the summing up of an investigation carried out within the frame of a undergraduated architectural seminary at Facultad de Arquitectura y Urbanismo de la Universidad de Chile. During one semester, the research focused on finding the most relevant and recognizable features related with the globalization phenomena and the new technologies of communication that are taking place in the city. Inquiring new types of relationships which might be generating between citizens and their territory is the main achievement. More specifically, we want to explore new meanings that the contemporary city might have for people, from their different social, economical and cultural conditions. The analysis considers three points of view or definitions: Capitalist Definition, Political Definition and Sociological Definition.
keywords Hypercity, urban image, territory, citizens
series SIGRADI
email
last changed 2016/03/10 09:55

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