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 571

_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 ascaad2004_paper16
id ascaad2004_paper16
authors Hassan, R.; K. Jorgensen
year 2004
title Computer Visualizations in Planning
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A wide range of visualizations have been developed and implemented as tools for urban simulations and visual impact assessment. These include: plans, diagrams, elevations, perspective sketches, renderings, modified photographs (photo renderings and photomontages), slide projections, scale models, movies, videotapes and computer graphics. In the last decade, graphical computer applications have proven to be an increasingly supportive tool in visualization and manipulation of graphical material. This study presents the state of the art of computer visualization in planning. More specifically, the use of web-based computerized visualizations for landscape visual simulation, with the aim to develop a system of visualization techniques as an aid to communicating planning and design scenarios for historically important landscapes and urban places, with particular attention to the city of Nablus in Palestine. This has led to the evaluation of possibilities and potentials of computer use in this field, and to the definition of the visual problems and challenges of the city of Nablus. This study will argue what extra one can draw from computerized visualizations, what is likely to be its impact on future planning and design research, and what this visualization experience really means for historical important locations as in Nablus. The study demonstrates that computerized visualizations can be a powerful tool in representing a cityscape in three-dimensions from different angels. Visualizations will allow better understanding of the components of the city, its landscapes, city features and the process of change. In this way it may provide new and better platforms for public participation in planning.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss2004_ra-161
id ddss2004_ra-161
authors Bandini, S., S. Manzoni, and G. Vizzari
year 2004
title Crowd Modeling and Simulation
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 161-175
summary The paper introduces a Multi Agent Systems (MAS) approach to crowd modelling and simulation, based on the Situated Cellular Agents (SCA) model. This is a special class of Multilayered Multi Agent Situated System (MMASS), exploiting basic elements of Cellular Automata. In particular SCA model provides an explicit spatial representation and the definition of adjacency geometries, but also a concept of autonomous agent, provided with an internal architecture, an individual state and behaviour. The latter provides different means of space-mediated interaction among agents: synchronous, between adjacent agents, and asynchronous among at-a-distance entities. Heterogeneous entities may be modelled through the specification of different agent types, defining different behaviours and perceptive capabilities. After a brief description of the model, its application to simple crowd behaviours will be given, and an application providing the integration of a bidimensional simulator based on this model and a 3D modelling application (3D Studio) will also be described. The adoption of this kind of system allows the specification and simulation of an architectural design with reference to the behaviour of entities that will act in it. The system is also able to easily produce a realistic visualization of the simulation, in order to facilitate the evaluation of the design and the communication with involved decision-makers. In fact, while experts often require only abstract and analytical results deriving from a quantitative analysis of simulation results, other people involved in the decision-making process related to the design may be helped by qualitative aspects better represented by other forms of graphical visualization.
keywords Multi-Agent Systems, 3D modelling, Simulation
series DDSS
last changed 2004/07/03 22:13

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

_id 2004_342
id 2004_342
authors Sdegno, Alberto
year 2004
title 3D Reconstruction of a Canaletto Painting
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 342-348
doi https://doi.org/10.52842/conf.ecaade.2004.342
summary The objective of this research was the analysis of a Canaletto painting that depicts Palladio’s plan for the „Convento della Carità“ in Venice, a plan that was only partially executed. Through the implementation of traditional techniques and digitally controlled instruments, the three dimensional model was reconstructed. It was compared with both Palladio’s original plan, and with the constructed version. A notable difference between the three projects emerged which allowed for a better comprehension- using photogrammetric restitution procedures- of Canaletto’s pictorial work and the corrections that the painter brought to the piece to improve the rendition of the painting. The study ends with an analysis of the natural light painted by Canaletto, and a simulation of sunlight with digital techniques.
keywords Geometric Modeling; Representation Theory; Pesrpective; 3D Reconstruction; Painting Techniques
series eCAADe
email
last changed 2022/06/07 08:00

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

_id sigradi2004_221
id sigradi2004_221
authors Yoshihiro Kobayashi; Subhadha Battina
year 2004
title Generating housing layout designs: Fractals as a framework
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper introduces a computer-based application for three dimensional (3D) landscape simulations of housing-layout-design using the concepts of fractals with Iterative Function System (IFS). At an early phase of designing housing layouts, the designer assigns specific locations and positions for many house-units on an undeveloped site. From a simple template pattern defined by an XML file, this application generates a wide variety of such layout designs in 3D which consists of multiple residential house-units. Along with the house, the unit can include other design components found in a residential development such as a roads, walls, trees etc. The template defines the transformation rules for the IFS. It includes the information of the geometrical relationships between the stages in the iteration and of the components used in stopping the iteration. The application is formulated, implemented and tested. The results got from the case studies are demonstrated and evaluated.
series SIGRADI
email
last changed 2016/03/10 10:03

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

_id sigradi2004_039
id sigradi2004_039
authors José Antonio Fernández Ruiz; Lucía Gómez Robles
year 2004
title La representación gráfica de las ciudades del pasado [Graphical Representation of Past Cities]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Digital modelling techniques allow for representations of reality. In the same time, evolutions in computing allow present personal computers to handle digital representations of whole historic cities. We need to assess the nature of operating restriction so that the result obtained can be used as a scientific product, while still of a size compatible with current devices. possibilities. Concepts such as urban spatial perception, fidelity to historic research sources, and urban theory applied to uncertainty, will underpin hypothesis for the virtual renaissance of cities of our past. We present a digital model of Granada (Spain), based on a morphological hypothesis of the XIX century. It is based on specific theories to achieve typological models of buildings which original morphology is uncertain and on techniques for the geometrical optimisation and creation of scenes. The paper also presents the sources used, e.g. romantic travellers drawings, historic local maps, old photographs, engravings, literary descriptions.
keywords Grenade, Virtual Reality, Heritage, Historic Centres
series SIGRADI
email
last changed 2016/03/10 09:53

_id acadia04_186
id acadia04_186
authors Bell, Bradley
year 2004
title Digital Tectonics: Structural Patterning of Surface Morphology
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, 186-201
doi https://doi.org/10.52842/conf.acadia.2004.186
summary The computer in architectural design has shifted from its role as a merely representational device to that of a tool for instrumentalized simulation and fabrication. The desire to make buildings look like a rendering, or to produce photo-realistic images and walkthroughs has given way to an opening of the potentials of software to assist the designer with managing complex geometries, parametric organizational diagrams, structural analysis, and integrated building systems. Simulation has become the means by which virtual space becomes more than just a mirror of reality. It becomes the space within which different potential realities can be tested and evaluated before they are materially implemented. In architecture, information derived from material constraints to site conditions can be constantly fed into the computer models to provide an accurate update, which in turn introduces feedback into the overall design, and change can then be registered in the detail.
keywords surface, patterns, structure, CAD/CAM, fabrication
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2004_197
id sigradi2004_197
authors Anja Pratschke
year 2004
title Pinhaldigital, estrutura mnemônica e processos multimídia nas fazendas de café: História, arquitetura e tecnologia [Pinhaldigital, Mnemonic Structure and Processes of Multimedia in Coffee Farms: History, Architecture and Technology]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article has two aims, first to discuss the use of mnemonic structures in multimedia processes with complex contents in the example of the research project and activity PinhalDigital. Moreover it intends to describe the transdisciplinar method used for the production of the application, developing didactic extracurricular and interdisciplinary activities in the areas of history, architecture and technology through the use of multimedia construction processes. PinhalDigital was born of an initiative between the University of São Paulo, the Federal University of São Carlos and the Fazenda Pinhal, as objective to structuralize and to organize the diverse layers and the multiple aspects of the rich history of the Fazenda Pinhal in São Carlos. As a mnemonic basis was chosen a painting that represents the Fazenda Pinhal in 1900 by famous painter Benedicto Calixto de Jesus, which almost realistic portrays shows diverse objects and important and identification spaces of the diverse aspects and activities carried out through this plantation.
series SIGRADI
email
last changed 2016/03/10 09:47

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

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

_id ddss2004_ra-69
id ddss2004_ra-69
authors Barton, J., B. Parolin, and V. Weiley
year 2004
title A Spatial Decision Support System for the Management of Public Housing
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 69-84
summary This paper is reporting on a research project undertaken jointly between the University of New South Wales (UNSW) and the NSW Department of Housing (DoH) to develop a Spatial Decision Support System (SDSS) to assist planning, management and evaluation in areas of high public housing concentration. In the paper we will describe the development of the SDSS, the specific spatial problems challenging the DoH and the potential for the system to incorporate a range of social, financial and physical data, both internal and from other sources, for interaction and presentation in a three dimensional environment. The prototype SDSS attempts to address the specific challenges of providing better service for clients of the DoH. An information audit and survey has been conducted of the department’s resources and needs. Issues identified include the management of high-rise and superlot areas, crime mapping, community interactivity, internal and intergovernmental information sharing, interoperability and maintaining confidentiality and security of data. Interactive 3D visualisation of the model is facilitated by use of the 3map free geospace platform. Use of open source code and open standards such as X3D for 3D graphics interchange allow the project to explore advanced visualisation techniques while ensuring interoperability and data longevity.
keywords Spatial Decision Support System, Public Housing, Community Renewal, Security, Open Source, Interoperability, Visualisation, 3D GIS, PPGIS, X3D
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-247
id ddss2004_ra-247
authors Bi, G. and B. Medjdoub
year 2004
title Hybrid Approach to Solve Space Planning Problems in Building Services
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 247-261
summary In this paper an object-based CAD programming is used to take advantage of standardization to handle the schematic design, sizing, layout for services in a building ceiling void. From the specification of the building 3D model, our software proceeds through different steps; from the determination of the standard number and size of fan coils to the generation of 3D solutions. In order to deal with more complex geometry and larger problems, we have used a hybrid approach: Case Based Reasoning (CBR) within Constraint Satisfaction Problem (CSP) approaches. In practice, engineers in building services use previous solutions and adapt them to new problems. CBR mirrors this practical approach and does help us to deal with increasingly complex geometry effectively, and meanwhile CSP has been used for layout adaptation. The results have shown that it is possible to define and implement standard solutions to produce designs comparable with current practice. The benchmarking exercise has underlined many advantages and made some suggestions for further development. This project is funded by The Engineering and Physical Sciences Research Council (EPSRC) in UK.
keywords Case-Based Reasoning, Constraint Satisfaction Problem, Ceiling Voids Layout, Complex Geometry, Large Problem
series DDSS
last changed 2004/07/03 22:13

_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 ddss2004_ra-99
id ddss2004_ra-99
authors Göttig, R., J. Newton, and S. Kaufmann
year 2004
title A COMPARISON OF 3D VISUALIZATION TECHNOLOGIES AND THEIR USER INTERFACES WITH DATA SPECIFIC TO ARCHITECTURE
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 99-111
summary Contemporary advanced virtual reality systems use different stereoscopic 3D visualization technologies. In this study, VR systems from one projection wall up to VR systems with six projection walls have been evaluated. Besides the optical properties tested with architectural 3D models, the user interfaces have been analyzed with reference to exact and intuitive control abilities. Additionally, the workflow of an early architectural design process with CAAD generated 3D models and VR visualization techniques was analyzed. It turns out that current VR systems exhibit shortcomings in visual and spatial representations, as well as tools for an early design process.
keywords 3D-Systems, Virtual Reality, Powerwall, Holobench, HMD, CAVE, User Interfaces, Visual Display Qualities, Design Process
series DDSS
type normal paper
last changed 2004/07/03 23:02

_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
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
doi https://doi.org/10.52842/conf.ecaade.2004.500
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 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 caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
doi https://doi.org/10.52842/conf.caadria.2004.005
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

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