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

PDF papers
References

Hits 1 to 20 of 572

_id sigradi2004_209
id sigradi2004_209
authors Alexandre Cantini Rezende
year 2004
title Estudo sobre o cognitivismo e o hipertexto, e a disponibilização de material didático na internet [A Study on Cognitivism and Hypertext, and Pedagogical Material delivery over the Internet]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Internet has made the use of computer based teaching tools more popular then ever. Little attention has been paid to methods for providing schoolbooks in hypertext environment, though. The objective of this research was to develop propositions of methods and tools specifically for presenting textbook in interactive digital environments, paying attention to the characteristics and demands of contemporary youth and the characteristics and potentialities of hypertext systems, specially its associative quality, similar to those of the human mind. The theory on which this article is based is brought by David Ausubel.s cognitive pedagogy and its similarity to web systems, especially those which are hypertext based.
keywords Hypertext; Education; Cognition; Webdesign; Textbook
series SIGRADI
email
last changed 2016/03/10 09:47

_id 041222_ebnoether-i
id 041222_ebnoether-i
authors Ebnöther, If
year 2004
title SkinChair
source ETH postgraduate studies final thesis, Zurich
summary The skin chair project is an exploration of some of the possibilities that CNC technologies offer for designers and makers. At the center of attention is the fascination with the possibility of small-scale, on-demand production without the need for large investments in tooling. A lot of work has already been done in this field. The skin chair project aims to examine a few aspects using specific tools available at ETH Hönggerberg. The idea for the skin chair emerged from a commercial project where I learnt how difficult it can be to manufacture a threedimensional seating surface for a chair in steel. The constructional concept of the skin chair is simple: two ribs at either side of the chair define the shape, a skin (a thin material) is wrapped around these thus a hollow volume is created. The simple principle lends itself to parameterisation and thus the creation of many variants of the intial design. In an attempt to approximate a real-life product scenario, a number of components of the workflow were prototyped.
series thesis:MSc
last changed 2005/09/09 12:58

_id ascaad2004_paper1
id ascaad2004_paper1
authors Eldin, Neil N. and K.A. Eldrandaly
year 2004
title A Computer-Aided System for Site Selection of Major Capital Investments
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Site selection for capital investments is a crucial complex decision for owners and analysts. Difficulties are caused by the inclusion of the numerous possible sites that may qualify, multiple objectives that could also contradict each other, intangible objectives that are difficult to quantify, diversity of interest groups, uncertainties regarding external factors such as government legislations, uncertainties regarding the timing required for permitting the sites in question, and unknown construction challenges for the different sites. As such, these exercises are multi-facetted and necessitate the employment of analysts who possess in-depth knowledge in a number of fields. More importantly, a solution must satisfy a number of physical suitability criteria, as well as, meeting a number of social, economical, environmental and political requirements. Consequently, a number of specialized tools is frequently utilized to ensure reaching an optimal decision. This paper presents a new system that integrates Analytic Hierarchy Process (AHP) operations within a Geographic Information System (GIS) application to determine the optimum site for a specified facility. The system was validated through a facility for a selected metropolitan area.
series ASCAAD
last changed 2007/04/08 19:47

_id 2004_444
id 2004_444
authors Ham, Jeremy J. and Dawson, Anthony
year 2004
title Managing Digital Resources for Design Education
doi https://doi.org/10.52842/conf.ecaade.2004.444
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 444-450
summary This paper outlines the evolution of digital management systems used in the School of Architecture and building at Deakin University from 2001 to the present. These systems have been implemented to support a curriculum development programme in the design, construction and computing units. Two school-based information management systems are discussed in depth: low-tech network submission system and Bentley Systems Inc’s ProjectWise. Early experiences in using a universitybased system are also reported on. Lessons learnt from three years experience in managing digital resources for design education have informed the development of a growing digital culture in the architectural and construction management curricula. Whilst digital curriculum design and management systems supporting this curriculum have been developed effectively in this school, full optimization of IT to enhance design education is reliant on fundamental changes within traditional academic culture.
keywords Digital Management, Digital Curriculum, Design Education
series eCAADe
last changed 2022/06/07 07:50

_id acadia04_066
id acadia04_066
authors Harrop, Patrick
year 2004
title AGENTS OF RISK: EMBEDDING RESISTANCE IN ARCHITECTURAL PRODUCTION
doi https://doi.org/10.52842/conf.acadia.2004.066
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 66-75
summary In its most common usage, the term fabrication calls to mind industry and production. For architecture, fabrication and industry have been defining aspects of modern practice. While dependant on the dimensional and temporal standards of industry, modernists were preoccupied with the limitations imposed by the generic restrictions of mass production. When we make, instead of predetermining action, we discover a map of engagement. We play by challenging and resisting material. It in turn, reveals an intentional resistance that provokes yet another challenge, and on and on and on. In fact, craft excels in the less-than-ideal situations. When challenged by aberrant materials, geometry and craft are forced into innovative discovery: a knot of reaction wood within an otherwise homogeneous surface would force a novel adaptation of geometry generated by the imperfection. How, then, do we integrate the indeterminate cycle of craft and invention into a design process transformed by tools entirely reliant on prediction and the (virtual and real) homogeneity of materials? Is it reasonable to introduce an element of risk into the realm of digital fabrication equivalent to the auto-generative sabotage of Signwave’s Auto Illustrator? This paper reflects on the nature of material craft in the realm of digital fabrication. It will look both at the history and the contemporary opportunity of generative art and automata and their subversive (yet essential) relationship to the making of architecture.
series ACADIA
type normal paper
last changed 2022/06/07 07:49

_id acadia04_256
id acadia04_256
authors Jabi, Wassim
year 2004
title Digital Tectonics: The intersection of the physical and the virtual
doi https://doi.org/10.52842/conf.acadia.2004.256
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 256-269
summary The advent of automated manufacturing processes and the possibility of directly translating virtual creations into physical artifacts brought forth the possibility of exploring a digital tectonic: the poetics of digitally conceived, structurally clarified and directly manufactured architecture. CAD/CAM equipment is being rapidly installed in schools of architecture without much thought given to its effect on the tradition of tectonics. To investigate these effects, this paper includes discussions of the tradition of architectural tectonics and of more recent works that illustrate the possibilities of digital tectonics. This discussion is followed by a brief survey of some of the research in the area of analog/digital pedagogy. Additionally, two experiments were conducted in an academic course setting that explored analog, digital, and hybrid approaches to the creation of architectural artifacts. The physical and virtual artifacts from the two experiments were analyzed and commonalities and differences were discerned. The research project reported in this paper further clarifies the notion of digital tectonics as the poetics of digitally constructed assemblages, and points to possible pitfalls of using CAD/CAM equipment that disregard the materiality of components and their interconnectedness.
keywords Digital Tectonics, Fabrication, CAD/CAM, Virtual Reality, Collaboration
series ACADIA
email
last changed 2022/06/07 07:52

_id 2005_147
id 2005_147
authors Lai, Ih-Cheng
year 2005
title Infilling Time into Space - A Pedagogical Approach for Evolving Space Using Digital Media
doi https://doi.org/10.52842/conf.ecaade.2005.147
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 147-154
summary This paper presents a pedagogical approach to explore the relationships between time and space by using digital media. Based on a pedagogical model called e-Space proposed by Lai (2004), we apply motion as a spatial issue to approach this study. Through integrating with the characteristics of digital media, students are encouraged to evolve architectural space and form by decomposing, re-organizing, interpreting and realizing the spatial composition. Simultaneously, diverse digital media applications integrated with design thinking in a design process enables students to bridge two design spaces - physical and virtual. This process introduces the students to a new approach of design-creation and form finding. Finally, we use an advanced digital media course as an example to understand the impacts of the pedagogical approach. The students’ outcomes are also reported in this paper
keywords Digital Media, Pedagogy, Motion, Design Space, Design Learning
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2004_036
id sigradi2004_036
authors Lucía Gómez; Lola Vico
year 2004
title Infografia aplicada al patrimonio cultural: El caso del ninfeo de campetti (Veio) [Infographics Applied to Cultural Heritage: The Case of "Ninfeo de Campetti (Veio)"]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents the results of an in-depth study and virtual reconstruction of the Nymphaeum of Veio, in the archaeological zone of Villa Campetti, Rome. The study consisted in analysing the vestiges and enlightening the findings with a thorough literature review about the Nymphaeum itself as well as about contemporary and similar constructions. A digital model was then elaborated, as an attempt to recreate the Nymphaeum of Veio as it may have stood during the Roman period. The Nymphaeum had been decorated with roman frescoes of the III style, now highly deteriorated. The virtual reconstruction intends to reproduce the harmony of volumes, structure and paintings of the chamber. It also helps to better understand its configuration. This kind of reconstruction, based on historical and architectural research, offers great possibilities in the world or architectonic and archaeological heritage, allows the recovery and analysis of spaces otherwise lost forever.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2004_136
id 2004_136
authors Mullins, Michael and Zupancic Strojan, Tadeja
year 2004
title Depth Perception in CAVE and Panorama
doi https://doi.org/10.52842/conf.ecaade.2004.136
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 136-141
summary This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, derived from recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three environments and then locate them and identify their shape on scaled drawings. Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the two hypothetical assertions – that depth perception in physical reality and its virtual representations in CAVE and Panorama are quantifiably different, and that differences are attributable to prior contextual experience of the viewer. The role of prior or tacit knowledge in these environments is established from the empirical data. It is concluded that the CAVE offers a higher potential for spatial experience and learning than the Panorama. The results also suggests that knowledge gained in physical contexts is more readily transferred to its virtual simulation, while that gained in virtual experience is not reliably transferred to its equivalent physical context. The paper discusses implications for spatial ability, learning and training in virtual environments; in architectural education; and participatory design processes, in which the dialogue between real and imagined space may take place in virtual reality techniques.
keywords Virtual Reality; Perception; Spatial Ability; Learning; Virtual Context
series eCAADe
email
last changed 2022/06/07 07:59

_id 208caadria2004
id 208caadria2004
authors Paul Murty and Terry Purcell
year 2004
title Discoveries Throughout Conceptual Design
doi https://doi.org/10.52842/conf.caadria.2004.319
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. 319-334
summary This paper describes current progress of an interview study of architects which considers how these individuals design, focusing on breakthroughs and unexpected discoveries made throughout conceptual design. The study considers creative outcomes that occur while these individuals are not intentionally designing, as well as when they are, with the intention of identifying and evaluating evidence of latent creative activity. While not described in this paper, issues of insightfulness, based on a Gestalt perspective, are also considered in the study. The completed interviews described in the paper suggest that, in order to achieve breakthroughs, designers adopt distinctive methods of disengaging from currently unproductive designing. These may be categorized by degree and type of disengagement, or subsequent re-engagement. In general, disengaging, instead of persisting in designing, when apparently stuck, appears to be the rule rather than the exception. Statements by the interviewees suggest that discoveries during, or just after, times when they are not actively designing, referred to as cold discoveries, are more important than is currently recognized, which is scarcely at all. Statements describing interviewee experiences of discovery and providing indications of the genesis of discoveries are included in the paper. The paper discusses implications of the wide range of perceptions and experiences of each individual. One interesting finding is that individuals appear to experience and appreciate cold discoveries regardless of differences in key aspects of the way they design, described in the paper. This suggests that the genesis of cold discoveries may be as complex as that of discoveries in general.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2004_325
id 2004_325
authors Sarawgi, Tina
year 2004
title Using Computers as a Spatial Visualization and Design Exploration Medium
doi https://doi.org/10.52842/conf.ecaade.2004.325
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 325-332
summary The constant advances in the use of computers to simulate light over the past few decades, has led computer-aided rendering to become increasingly photorealistic. However, the rendering is still processor-intensive and time-consuming, difficult to generate in real time. Design students need to be well versed in the depiction of the effects of light in an environment, crucial to spatial visualization. With increasing computing power, advanced algorithms and increased realism, the central pedagogical issue in their use is not what computers can do for us today, but what and how we can make them do what we do better. We have to be careful in not getting seduced by the advancing technology but use it innovatively to build students into better designers. This paper discusses a project demonstrating the apparent potential of computers for spatial visualization and design exploration of light and space, in their present stage. The project shows a departure from the traditional methods of using computers or of teaching lighting in a design school. Computers are used by students to especially create flashy imagery. On the other hand, lighting is explained in clinical terms without exploration of its experiential qualities. This exercise helped the students to develop a better understanding of the physics of light from the method most familiar and expected of students – visual. The project deems it more important to have a quick means to produce an overview of the implication of the design choices than to provide precise information regarding a hypothetical final solution. Hence, after creating the lighting in the space based on the desired experiential qualities, the illumination can be conveyed to a lighting expert for detailed quantitative computations. The project results are shown and outcomes discussed.
keywords Visualization, Light, Space, Digital Technology, Pedagogy
series eCAADe
last changed 2022/06/07 07:57

_id 308caadria2004
id 308caadria2004
authors Shivani Gonavaram, So-Yeon Yoon
year 2004
title Basic Design Pedagogy with Digital Media
doi https://doi.org/10.52842/conf.caadria.2004.477
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. 477-482
summary How can we motivate students to learn? This is a question that educationalists have always tried to find the answer to. This leads to the question what are students interested in? Games, they are fun, interactive and very popular with students. Therefore we attempt to tie the technology of games with the learning process. Technology has always played an important role in trying to connect the academic experience that a person experiences with the professional world. Especially in architecture a gap exists between the design studios and the various software classes that students take.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2004_547
id 2004_547
authors Tan, Beng-Kiang
year 2004
title Pencil, Pixels and Pulp : A Collaborative Design Studio with Digital Modeling and Full-scale Construction
doi https://doi.org/10.52842/conf.ecaade.2004.547
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 547-552
summary This paper presents the observations of a design studio for undergraduates that adopted a hands-on, collaborative and experiential approach to combining both digital modeling and full-scale construction in their design process. The studio was designed as team-based to encourage peer learning, knowledge sharing and collaboration in design. The students were engaged in multiple media and tactile experiences. Through this process, students explored the issues of translating digital design into full-scale construction and achieved a better understanding of construction, scale and materiality.
keywords Collaborative Design, Digital Design, Design Education, Pedagogy, Knowledge Sharing
series eCAADe
email
last changed 2022/06/07 07:56

_id eaea2003_06-walz-borg
id eaea2003_06-walz-borg
authors Walz, M. and Borg, N.
year 2004
title Process of Perception –A Guiding Line to Moving in a Real Street
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. 11-15
summary By a special research design we try to find out in which way subjective perception influences the processes of orientation and moving. Our research design compares an objectified process of orientation and moving of several persons in two real streets – which were unknown to them – with the subjectively differentiated strategies and guiding results of personal perception. By comparing the lines of moving, the strategies of perception to the more subjective results we gained hints on the criteria and the influences of the modes of perception on one side and the influences of the material design of the real street on the other side, on the individual processes of orientation and moving. As last we tried to give some general guidance for future research.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 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_081
id sigradi2004_081
authors Adriane Borda Almeida da Silva; Paula Roberta Silveira; Cristina Wildt Torrezan
year 2004
title Materiais didáticos paraoensino presencial e não presencial de perspectiva [Pedagogic Materials for Distance and Face-to-face Teaching of Perspective]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The didactic activity related to the teaching of Perspective has been revised considering the possibility offered by the computing tools. This review must evaluate the potentialities of concepts and procedures related to the traditional techniques as sources for architectural graphics expression, before suggesting its suppression. It is possible to improve the accuracy and quickness controlling the visualization parameters of three-dimensional models. On the other hand, it is necessary to explore the development of the ability to construct quick hand made perspectives (sketches). This work searches for the development of a structure to the teaching process, which emphasizes the potentiality of both ways, traditional and computerized. It explores the flexibility of teaching, from face to face to distance learning, and introduces an enlarged structure of knowledge able to support the traditional and also a computerized process of representation.
series SIGRADI
email
last changed 2016/03/10 09:47

_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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 28HOMELOGIN (you are user _anon_975481 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002