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

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

_id sigradi2004_175
id sigradi2004_175
authors Diana Rodríguez Barros
year 2004
title Modelos urbanos virtuales y lecturas hipermediales [Virtual Urban Models and Hypermedia Readings]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The urban virtual models are complex environments where interactive modelization and visualization systems have developed high advances, making possible they applications in many different purposes, by expert and non-expert users. Is interesting, in hypermedial reading, to recognise and to evaluate the advantages and obstacles to examine a 2D-3D-4D-5D model. In that direction is presented an exploratory study of preexperimental design, in which is investigated the impacts and influences in non-expert users, that the presence and use of interactive strategies of navigation, selection and manipulation, produces in the results and affects the attitudes with regard to the possibilities of understanding and integration of information and in the confusion and cognitive overflow. The objective is to contribute in the definition and systematization of methodologys and design patterns about interfaces and interactions in three-dimensional hypermedia, from theoretical, operating and pedagogical approach.
keywords Hypermedial / virtual model /interaction/ interface / exploratory study
series SIGRADI
email
last changed 2016/03/10 09:50

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
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: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_id 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
doi https://doi.org/10.52842/conf.ecaade.2004.374
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_id 513caadria2004
id 513caadria2004
authors Jaeho Ryu, Naoki Hashimoto, Shoichi Hasegawa, Makoto Sato
year 2004
title Multi-Projection Display System D-Vision for Architectural Design Evaluation
doi https://doi.org/10.52842/conf.caadria.2004.901
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. 901-910
summary This is a paper about the introduction of architectural design evaluation application and pre-experience system of walkthrough situation in urban and street design. For this purpose, we developed a new multi-projection display system, D-vision, which has hybrid screens. D-vision is a kind of new virtual environment system that has high immersion and high resolution display performance with multi-modal interfaces. In our system, the user can experience the high sense of presence through the self-walking behavior to move and force feedback manipulation of objects with the high-resolution image created from the tiled-projection system that is composed of twentyfour projectors.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
doi https://doi.org/10.52842/conf.caadria.2004.759
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. 759-776
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 519caadria2004
id 519caadria2004
authors Mao-Lin Chiu, Rui-Lung Wu, Rui-Zhang Peng, Chih-Chun Huang
year 2004
title BEING THERE: FROM THE PHYSICAL TO VIRTUAL ENVIRONMENTS
doi https://doi.org/10.52842/conf.caadria.2004.969
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. 969-981
summary The creation of virtual environments is becoming an important issue in digital design. The purpose of this paper is therefore to explore the transformation from the physical to the virtual environment from a social and behavioral point of views, and the process is demonstrated by a museum exhibition project. We had built both the physical and virtual environment, and studied the human behaviors and experiences from their presence at both environments. Agent-based interface is 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.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:59

_id acadia05_024
id acadia05_024
authors Mathew, Anijo
year 2005
title Smart Homes for the Rural Population: New Challenges and Opportunities
doi https://doi.org/10.52842/conf.acadia.2005.024
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 24-35
summary “Smart” Homes (domestic environments in which we are surrounded by interconnected technologies that are more or less responsive to our presence and actions) seem increasingly plausible with the emergence of powerful mobile computing devices and real time context aware computing (Edwards and Grinter, 2001). Research at premier technology universities have given birth to home “labs” that experiment with sensors, cameras and monitors to study physical, behavioral and social consequences of such technologies on occupants of such homes. One of the most important problems that “smart” homes will eventually help to address is that of spiraling costs of healthcare. Using ubiquitous technologies to motivate healthy decisions can help prevent the onset of myriad medical problems (Intille, 2004). Moving the focus of attention from the health centers and hospitals to the working home through such technology interventions would eventually lead to decreased financial pressure on the traditional healthcare system. This paper examines the challenges and opportunities in the design of “smart” technologies for preventive healthcare in rural homes. It summarizes findings from current ethnographic and demographic studies; and examines other contemporary research in the field of ubiquitous computing and “smart” homes. With the help of these studies, the paper lists different technical, social and functional challenges that we as designers may have to consider before designing “smart” homes for rural populations.
series ACADIA
email
last changed 2022/06/07 07:58

_id sigradi2004_064
id sigradi2004_064
authors Mónica Inés Fernández; Ricardo Gustavo Piegari
year 2004
title Nuevas formas de presentación de contenidos para la enseñanza no presencial de la arquitectura [New Presentation Forms of Contents for Architectural Distance Education]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The proposal of a model to present contents, intends to consolidate the cooperation among the fields of knowledge that will contribute to introduce this presentation in virtual environments. This proposal intends to continue the work developed in the ALFA T-GAME Project (Teaching Computer Graphics and Multimedia), financed by the European community. The results of this ALFA Project, mainly for architecture, acquired a special meaning due to the relevant presence of images in different specialized courses, that require a synthesis for its versatility and interaction in digital means. The majority of the materials produced is in the early stages of the development and structure of contents. In this way, the project will seek results that contribute to the new ways of presenting the contents that collaborate with the Architecture teaching/learning, from the interchange of the acquired experience, both in e-learning technology and the disciplinary area of Architecture.
keywords Distance learning, virtual environments, Architecture
series SIGRADI
email
last changed 2016/03/10 09:55

_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
doi https://doi.org/10.52842/conf.ecaade.2004.035
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 35-42
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 sigradi2004_505
id sigradi2004_505
authors Rivka Oxman
year 2004
title Designing presence in virtual environments
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
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 induce the sense of presence in virtual worlds. This paper presents current research in the design of presence in virtual worlds. It investigates the impact of two paradigms that integrate the components of form and content: the first is termed: “scenario- based design” and the second is termed: “performance-based design”.
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2004_107
id sigradi2004_107
authors Gabriela I. Bustos López; Gonzalo Vélez Jahn
year 2004
title Alternativas de diseño: Museos virtuales de esculturas interactivas [Design Alternatives: Virtual Museums of Interactive Sculptures]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article intends to discuss the application of Digital Interactive Panoramas within an academic research environment. The construction of the hyperdocument interface is critical to the process of demonstrating the actual experience in buildings or urban spaces. We assume that Digital Interactive Panoramas can bring significant contributions to architectural teaching, through an interactive interpretation of implicit and explicit information within the virtual space. Several techniques were applied in the interactive panoramas development in order to facilitate the learning experience and the essence understanding of the architectural object. Therefore, the user interaction with the interface provides meaningful possibilities, particularly if compared to traditional representation methods.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 205caadria2004
id 205caadria2004
authors Guan-Ye Mivo Chen
year 2004
title What Is Intention Structure? - Represent Invisible Information of Spatial Depicts
doi https://doi.org/10.52842/conf.caadria.2004.275
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. 275-286
summary The significant problem of this paper is how we convey spatial information to represent concrete meaning of mental imagery. For replying the above problem, we are developing a spatial information structure called "Intention Structure". Intention structure is used to represent some spatial experience of a particular person and awareness of the aura into some spatial depicts at that physical place. The meaning of “intention” is implied into a sequential relation when a navigator moves and gazes something in a place. This sequential relation can be described into two ways of spatial representation: one is the action of human body including “moving the body” and “moving the head”; another is converting the visual information into spatial memories through the behavior of gaze, including “the sight focus” and “the snapshot glance”. Otherwise, we also consider the limitation of topology at that physical place. Based on the above ideas, we use XML technologies in Java language to represent spatial data of intention structure for the describable usages of invisible information. we implemented this idea on a project of spatial analysis with Taiwanese traditional garden, the Lin family garden in Banciao, Taipei County, Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:51

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

_id 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 avocaad_2003_23
id avocaad_2003_23
authors Jadwiga C. Zarnowiecka
year 2003
title AND WOULD COMPUTER SAVE THE MAGIC PLACE? A BOJARY STORY
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary Each city has its own magic, the spirit of the place. Not always are these ‘magic’ places commonly known. There are cities, however, for which such places are their pride and fame. Is there anybody who would not associate the Golden Street with Prague, or the Spanish Stairs with Rome? In Bialystok the magic quality is attributed to the district of Bojary.Currently Bojary is one of the districts of Bialystok. The town was first created as such in the 18th century as a result of merging of two villages: Bojary and Skorupy, church grounds and Kolonia Lowiecka known as Krolikarnia. Only Bojary has retained the old communication plan of the former village and characteristic type of wooden structure from the 19th and the first half of the 20th century.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2006/01/16 21:38

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
doi https://doi.org/10.52842/conf.caadria.2004.741
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. 741-758
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ascaad2004_paper13
id ascaad2004_paper13
authors Mandour, Mohamed Alaa
year 2004
title From “Hard Architecture” to “Soft Architecture”: Architecture Form in the 21st Century
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The digital revolution is affecting not only the way we produce drawings, but also the way we think about architecture. Such expressionistic, neo-baroque forms would have been unthinkable without higher technology, which allows for customization at a massive scale. Three dimensional computation extends the architect's range, permitting a wealth of experimentation, any form seems possible, the architecture language, the vocabulary changed, and the way design thinking has various dimensions. Within a short space of time the computer has become a widely accepted feature of architecture, both in the design process and in the everyday operation of buildings, and we are constantly aware that the computer's introductions into architecture will eventually have farreaching consequences. After all, the current revolution is not just about the computer as a tool but about its role and effect on the form of architecture and thinking This paper will discuss what form will architecture take in the next years? Will every future problem be anticipated, developing more efficient solutions? Will projects reflect meaningful architecture, for dynamic and contemplative environments and for aesthetic quality? And, how we will stand this unavoidable futurism?
series ASCAAD
email
last changed 2007/04/08 19:47

_id eaea2003_19-martens
id eaea2003_19-martens
authors Martens, B. and Tschuppik, W.-M.
year 2004
title Displaying Spatially Complex Constellations. An Endoscopic Exploration Implementing the CUBIC-VR Technique
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. 101-107
summary This paper presents a research project on approaching the possibilities of an “alternative” utilization of the Cubic-VR technique as a form of digital endoscopy. Exemplified by a meaningful exploration of the Viennese American Bar (Architect Adolf Loos) the potential for conveying spatial complex constellations is illustrated.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

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