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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_id 2004_278
id 2004_278
authors Hsu, Ying-Chun and Krawczyk, Robert J.
year 2004
title Form Development with Spatial Character
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 278-285
doi https://doi.org/10.52842/conf.ecaade.2004.278
summary In space planning programs, two-dimensional space diagrams have been developed as the result for showing space relationships. With these results, a designer can only see two-dimensional possibility of the building development, or combining space stacking plan for the concept of three-dimensional space relationship and imagine the further development. In addition, a designer may spend times on the form development from two-dimensional space diagrams. To breakthrough this limitation, several methods have been studied for transform two-dimensional space diagram to three-dimensions for a designer’s further use.
keywords Space Planning; Form Generation; Spatial Character
series eCAADe
last changed 2022/06/07 07:50

_id 2004_563
id 2004_563
authors Jensen, Niels Henrik
year 2004
title Painting With Light
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 563-572
doi https://doi.org/10.52842/conf.ecaade.2004.563
summary This paper presents results from our basic computer education at the School of Architecture in Copenhagen, a snap shot of where we are now. Two years ago it was made obligatory for the students to attend a two week computer course in both their first, and second year. The aim of these courses is to teach the students to experiment with form, and to use the computer for presenting their ideas and projects. Light is central in both courses, and in our development of the courses. The last years we have been studying light trying to develop methods, that makes it possible for the students to create a credible lightning of their 3d models. These studies has raised more questions than answers, but we have succeeded in finding some techniques, that obtained the wanted results.
series eCAADe
email
last changed 2022/06/07 07:52

_id 2004_304
id 2004_304
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2004
title 3D Crossover - From 3D Scanning to Digital Modelling, Rapid Prototyping and Physical Depiction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 304-311
doi https://doi.org/10.52842/conf.ecaade.2004.304
summary Crossing over a variety of digital and physical media, creation and representation of an architectural design process can influence perception, comprehension and conception of spatial volumes within both physical and virtual environments. These tools then transform and translate the design process from virtual to tangible portrayal of architectural design and vice versa. Artists and designers pushed media to new interpretations of the media themselves and with that of their artwork. Using these potentials and translate them by employing current technologies we embarked to new understanding and communication of architectural gestalt, form finding and design process. Interchanging and merging design environments from reality to virtuality to an extent that the boundaries of each one are dismantled, both realms can be used together in an overall process that leads to alternative form findings and resulting designs.
keywords Form Generation; Design Translation; Design Interpretation; Design Manipulation; Virtual Environment
series eCAADe
email
last changed 2022/06/07 07:57

_id 2004_333
id 2004_333
authors Donath, Dirk and Tonn, Christian
year 2004
title How to Design Colour Schemes? Conceptual Tools for the Architectural Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 333-341
doi https://doi.org/10.52842/conf.ecaade.2004.333
summary The paper describes the concept and development of software to support the architectural design and planning of colour schemes for interiors and buildings. “Coloured Architecture” is a plausibility instrument for the formulation of colour scheme proposals for building interiors and elevations. In practice colours schemes are arrived at through the production of many different colour design studies before a final colour scheme is decided upon. With the help of intuitively usable light simulations, colour, material and spatial concepts can be assessed realistically. The development concept incorporates numerous aspects which must be considered in the selection of a colour scheme: colour schemes for built environments must be realisable . This initial development prototype already demonstrates the added value possible through the consequent use of CAAD: function, construction and not least design aspects have equal status and can be worked upon in direct relation with one another.
keywords CAAD, Colour Schemes, Architecture, Planning Process, Plausibility, Added Value, On Site Support
series eCAADe
email
last changed 2022/06/07 07:55

_id 2004_044
id 2004_044
authors M. Saleh Uddin and Tutar, Mustafa
year 2004
title 3D Digital Space and People: Extents and Limitations of Integrating Human Figures in Architectural Animation
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 44-49
doi https://doi.org/10.52842/conf.ecaade.2004.044
summary It is people that make architecture alive. It is motion that captures our attention. Together they make our architectural environment believable. Besides portraying a friendly environment, digital people can portray the best reference for scale, time, location and character of an environment. Representing architecture along with human figures has always been an integral aspect of architectural representation in traditional media. As we moved from traditional representation to animated 3D digital modeling, representation of people lost its spirit. Perhaps the reason for this is that a great deal of time and energy needed to be dedicated to the development of human figures. In addition, defining movements and poses for each figure requires additional skills. The aim of this paper is to explore the options of simulating people in the context of environmental design as well as to provide simplified techniques for representations of people in 3D digital animation.
keywords 3D Computer Animation, Human Figure, Representation
series eCAADe
last changed 2022/06/07 07:59

_id ascaad2004_paper4
id ascaad2004_paper4
authors Ahmad, Sumbul and Scott C. Chase
year 2004
title Design Generation of the Central Asian Caravanserai
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Challenges for the study of Islamic architecture include its abundance and diversity in expression and its classification based on distinct functional or stylistic types. We address these issues by presenting shape grammars as a methodology for the analysis and design generation of Islamic architecture, with a specific example in the form of a parametric shape grammar for central Asian caravanserais. The grammar is developed by identifying distinct design types. Shape rules are created based on a study of the spatial elements and their organisation in the designs. We illustrate the utility of the grammar by deriving an extant design and as well as, previously unknown designs. We conclude by discussing possible extensions to the current grammar and future work involving the development of a grammar based framework for the comparative analysis of medieval Islamic courtyard buildings.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_312
id 2004_312
authors Burry, J., Felicetti, P., Tang, J., Burry, M. and Xie, M.
year 2004
title Dynamical Structural Modeling - A Collaborative Design Exploration
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 312-317
doi https://doi.org/10.52842/conf.ecaade.2004.312
summary This paper will report on a generative performative modeling approach that engages architects and structural engineers in close dialog. We focus on knowledge shared between architects and engineers to apply the Finite Element Analysis based structural design technique Evolutionary Structural Optimization [ESO] as a way to understand or corroborate the performance factors that are significant in determining architectural form. ESO is very close conceptually to the dynamical system of matter and forces of growth itself. It has parallels both mathematical and metaphorical with natural evolution and morphogenesis so it has been poignant to apply the approach to a formal architectural case study in which the generative influence of these processes is inherent.
keywords Evolutionary Structural Optimization; Finite Element Analysis; Architect Engineer Collaboration; Performance-Based Design; Form Finding
series eCAADe
last changed 2022/06/07 07:54

_id 2004_174
id 2004_174
authors Duarte, José P., Caldas, Luisa G. and Rocha, João
year 2004
title Free-form Ceramics - Design and Production of Complex Architectural Forms with Ceramic Elements
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 174-183
doi https://doi.org/10.52842/conf.ecaade.2004.174
summary This paper describes a studio experiment developed with the aim of exploring the design and fabrication of complex architectural forms using ceramic elements. History has examples of double-sided curved forms built in ceramics. Such examples would not fulfill contemporary functional and aesthetic principles, neither would they be feasible or cost-effective considering current construction standards. There are recent examples of such forms built in other materials. These examples are difficult to emulate when ceramics is concerned, as they imply the fabrication of unique parts and sophisticated assembly techniques. Creating a double-curved surface in ceramics thus seems a difficult task. There are, however, advantages to such a formulation of design problems. They prompt the questioning of traditional wisdom, the rejection of accepted types, and the raising of interesting questions. What are the design strategies that should be followed when creating ceramic free-forms? What is the design media required to design them? And what are the techniques needed to fabricate and construct them? These are the questions investigated in the design project pursued jointly by students at an American and a Portuguese school, in collaboration with a professional research center and a ceramics factory. The students tested various possibilities, and in the process learned about state-of-art design and production techniques. The final projects are very expressive of their investigations and include a twisted glass tunnel, large-scale ceramic ‘bubbles,’ a rotated-tile wall, and a load-bearing wall system.
keywords Design Education: Rapid Prototyping; Remote Collaboration; Ceramics; Innovation; Free-Form Architecture
series eCAADe
email
last changed 2022/06/07 07:55

_id 2004_148
id 2004_148
authors Fatah gen. Schieck, A., Penn, A., Mottram, C., Strothmann, C., Ohlenburg, J., Broll, W. and Aish, F.
year 2004
title Interactive Space Generation through Play - Exploring Form Creation and the Role of Simulation on the Design Table
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 148-158
doi https://doi.org/10.52842/conf.ecaade.2004.148
summary In this paper we report on recent developments in ARTHUR: an approach to support complex design and planning decisions for architects together with the simulation of pedestrian movement and the integration of existing CAD tools on the design table. Following a brief introduction, past and current work that has taken a similar approach will be reviewed. Next we describe a scenario that integrates agent-based simulations of pedestrian movement with space creation, and then give an overview of the system before finally discussing findings related to recent user evaluation studies of the system. This paper suggests that the integration of simulated pedestrian movement on the design table, while going through a cycle of reflection-in-action, plays a vital role in exploring possible design solutions and encourages new and different ways of thinking about design problems.
keywords Tangible User Interface, Pedestrian Simulation, Collaboration, Augmented Reality (AR), CAD Integration
series eCAADe
last changed 2022/06/07 07:55

_id 2004_184
id 2004_184
authors Fatah gen. Schieck, Ava
year 2004
title Using Multiple Input Devices
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 184-194
doi https://doi.org/10.52842/conf.ecaade.2004.184
summary The field of computer graphics has developed significantly over the last decade. However, most current CAD systems support only the two most common input devices: a mouse and a keyboard. In addition to that few, if any, systems make it easy for the user or the programmer to add and use new input devices. People tend to use both hands to manipulate 3D real world objects; one hand is used to orient the object while the other hand is used to perform some operation on it. The same thing could be applied to computer modelling in the conceptual phase of the design process. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands. This paper investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. It demonstrates that using multiple input devices can offer many opportunities for form generation resulting in visually rich forms. However, the experimental results demonstrated that regulations are needed to avoid developing inefficient two-handed interfaces.
keywords Modelling Interactively, Architectural Design Tools at the Conceptual Phase, Affordable Low-Cost Solution, Multiple Input Devices MID
series eCAADe
last changed 2022/06/07 07:55

_id 2004_466
id 2004_466
authors Kepczynska-Walczak, Anetta
year 2004
title Sharing Experiences in the Digital Preservation in Schools of Architecture
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 466-470
doi https://doi.org/10.52842/conf.ecaade.2004.466
summary The aim of this paper is to open a discussion on sharing knowledge and experience in the field of digital preservation between universities which are members of eCAADe organisation. First, paper identifies the importance of keeping digital information alive. Secondly, the key approaches are described, namely: refreshing, migration, emulation. The role of XML is also pointed out. Additionally preservation metadata formats as well as information management (comprised of a set of four inter-linked stages: creation, storage, dissemination and re-use) are discussed. Then, the above-mentioned issues are confronted with the schools of architecture realm. And finally the general, yet fundamental questions are posed: How do we manage the digital data and keep them alive for a long term? What methods do we apply? Do we implement standards? The paper concludes with a suggestion to undertake a survey (for example in the form of a questionnaire) which would serve the eCAADe members.
keywords Information and Knowledge Management, Digital Preservation, Education
series eCAADe
last changed 2022/06/07 07:52

_id 2004_238
id 2004_238
authors Mohammad Arefeen Ibrahim, M. Saleh Uddin, So-Yeon Yoon
year 2004
title Mass and Wall: The Representation of Ongoing Change in Relationship
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 238-247
doi https://doi.org/10.52842/conf.ecaade.2004.238
summary Architecture in reality is perceived mainly through the display of space enclosures of different degrees, ranging from complete enclosure to openness. These degrees of enclosure are characterized either by subtle or often exuberant display of interplay between solids and voids. Mass and wall are the key features that play an important role in the formation of any specific relationship that develops between solids and voids. The level of relationship between wall and mass therefore is critical in shaping the overall appearance of the work. As we look back in time, walls were simply used as means of enclosing the space that was to hold specific functions. Here the obvious priority is assigned to the space and the walls are simply enslaved in order of hierarchy. But, as the history of the built environment progressed with time, this pattern of relationship was challenged and being experimented by various architects. The experiments ranged from subtle variations in the thickness of wall with regard to the associated mass, or by emphasizing its existence by the use of varying height, color, texture, etc., or even by separating it from the mass that was believed to be the mother form in earlier days. Instead of being secondary to the space it enclosed, walls started taking the primary role in terms of announcing its existence. This of course is not the only path taken by architects. As always, design concept and approaches vary from one person to the other and so does the ultimate result. This change in the pattern of relationship plays a major role in developing the formal language of contemporary architecture which needs to be acknowledged. The aim of this paper is to identify the distinct deviations in the pattern of relationship between mass and wall by depicting some of the significant works of 20th century. The role of 3D computer modeling and various animation techniques to illustrate these analytical ideas is a highlight of the presentation.
keywords Mass And Wall, 3D Computer Modeling, Animation, Representation
series eCAADe
last changed 2022/06/07 07:58

_id 2004_035
id 2004_035
authors Oxman, Rivka, Palmon, Orit and Weiss, Patrice L. (Tamar)
year 2004
title Beyond the Reality Syndrome - Designing Presence in Virtual Environments
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 35-42
doi https://doi.org/10.52842/conf.ecaade.2004.035
summary Recent explorations of the concepts of form and content in virtual worlds open a new understanding of the development of novel design paradigms that can promote the sense of presence in virtual worlds. This paper presents current research in the design of presence in virtual worlds and investigates the impact of design paradigms that integrate the components of form and content.
keywords Virtual Environments, Presence, Virtual Reality, Virtual Design, Taskbased Design, Scenario-Based Design, Performance-Based Design
series eCAADe
email
last changed 2022/06/07 08:00

_id 312caadria2004
id 312caadria2004
authors Wan-Ping Gao
year 2004
title Tectonics? A Case Study for Digital Free-Form Architecture
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. 519-534
doi https://doi.org/10.52842/conf.caadria.2004.519
summary During this information age, spatial form in the field of architecture has advanced to a new level. Digital free-form space is commonly seen as the use of computer media has increased. Computers are used in various stages of this process with regard to form, structure, supplies and planning. Many designs seen now are computer generated and have come about as a result of the development and implementation of new computer software and hardware. Tectonic knowledge representation of construction, which emphasizes structural joints and attention to detail in creativity, displays architectural form by means of poetry of construction. However, present day digital architecture emphasizes dynamic surface, with its three-dimensional curves, and the interior and exterior continuity of its topological spaces. This is all quite different from the spatial form produced by traditional tectonics view, making it impossible to explain these modern designs within the field of traditional architecture. This study uses the FEIDAD Award as a basis for analysis, and attempts to define the phenomena and aspects of digital tectonics. This study reflects the technique and mechanism of the process of digital design production, which, through the use of computers, becomes digital tectonics. Digital free-form architecture can only be understood through digital tectonics.
series CAADRIA
email
last changed 2022/06/07 07:58

_id 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
doi https://doi.org/10.52842/conf.ecaade.2004.050
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 2004_286
id 2004_286
authors Datta, Sambit
year 2004
title A Representational Construct for Sharing Knowledge in Design Exploration
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 286-291
doi https://doi.org/10.52842/conf.ecaade.2004.286
summary Exploration with formal design systems comprise iterative processes for specifying problems, finding plausible and alternative solutions, judging the validity of solutions relative to problems and reformulating problems and solutions. These processes are knowledge intensive, collaborative and multidisciplinary in nature. Recent research efforts propose representational frameworks that allow for modeling of knowledge capture, knowledge sharing and knowledge reuse during designing. However, design remains a human enterprise: to be scalable and usable in design practice, formal symbolic representations need to be embedded within a broader framework of agent (human and computational) interaction. This paper argues that, for sharing and reusing knowledge between agents in design exploration, it is necessary to build an intermediary representational structure that bridges specialist interactions with exploration knowledge (the domain) and the symbol structures that represent them (the symbol substrate). The paper identifies the requirements of such an intermediary representation for the sharing of knowledge between design agents. These requirements are addressed through the development of a shared interaction construct, the feature node.
keywords Exploration, Design Knowledge, Interaction Model, Mixed-Initiative
series eCAADe
last changed 2022/06/07 07:55

_id 2004_396
id 2004_396
authors Fischer, Thomas
year 2004
title Microcontroller - Enhanced Physical Models for Architectural and Product Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 396-403
doi https://doi.org/10.52842/conf.ecaade.2004.396
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_269
id 2004_269
authors Gowans, Scott and Wright, Richard M.
year 2004
title Developing Architectonic Language Through Digital Observation
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 269-277
doi https://doi.org/10.52842/conf.ecaade.2004.269
summary The question for architects is always how to begin. This proposal attempts to illustrate a design methodology that is characterised by its attention to non-traditional generators. The focus of the paper is the definition of an innovative design process characterised by the production of an architectonic language through the observation of the ephemeral and the transitory (the quanta of place), and which pays cognisance to the realization of a three-dimensional narrative, placing value upon the products of investigation as well as the resultant design. As the title suggests the process outlined concerns itself with the examination of the ephemeral, the transitory and the unobserved. The overriding concern is with the recording of fragments of a chosen environment (site) and, the collation and depiction of these findings in an alternative three-dimensional environment (virtual space). This process is only made possible by the advent of computer applications capable of generating the complexity of three-dimensional environments needed to explore the plethora of forms generated by the initial recordings. This process is concerned with the nascence of architectural expression and the formalising of architectural propositions composed from an individual’s interpretation of the ‘space between’, the obvious and the immaterial, and the phenomena that exist there. The generators are the things beyond immediate perception. They are the quanta of place. It is this process of capturing fixed moments in time and space and, translating imperceptible nanomoments and nanoevents, that allows for the development of exploratory diagrams constructed over a backdrop of credible analysis. These make apparent the infinite possibilities for further transition whilst illustrating the conceptual lineage that links each instance to its antecedents. The resultant physical forms embody the essence of something transformed. They possess cultural and emotional syntax. They become mementos in the landscape.
series eCAADe
last changed 2022/06/07 07:51

_id 2004_610
id 2004_610
authors Ibrahim, M., Krawczyk, R. and Schipporeit, G.
year 2004
title Two Approaches to BIM: A Comparative Study
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 610-616
doi https://doi.org/10.52842/conf.ecaade.2004.610
summary The ultimate goal of the BIM concept is to create a complete digital model of the building to insure the generation of an accurate bill of material and cost estimate along with coordinated drawings and details. This goal might need the contribution of various disciplines to provide the needed level of information. The development of capable specialized systems to model specific building elements will definitely challenge the all-purpose architectural CAD. The specificity of these systems will enable fulfilling the needs than a general purpose architectural BIM system. This will lead the industry into creating either a powerful fully integrated BIM system that can handle all required information, or a referential BIM system that depends on passing the information to other programs (and other people) that are capable of handling specific tasks more efficiently.
keywords Building Information Modeling; CAD; Internet; Smart Objects
series eCAADe
last changed 2022/06/07 07:50

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
doi https://doi.org/10.52842/conf.ecaade.2004.435
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2022/06/07 07:52

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