CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 572

_id ddss2004_ra-19
id ddss2004_ra-19
authors Akamine, A. and A. Nélson Rodrigues da Silva
year 2004
title An Evaluation of Neural Spatial Interaction Models Based on a Practical Application
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. 19-32
summary One of the serious problems faced by the Brazilian municipalities is the scarcity of resources for building education infrastructure. This asks for an optimal allocation of the available resources that includes, among other things, a rational spatial arrangement of the supply points (i.e., schools) in order to increase the demand coverage (i.e., students). If it is possible to foresee the regions where the demand is going to be concentrated, it is then possible to plan the location of new facilities and to assess the impact on the future level of service of the entire system. Considering that one of the consequences of the location-allocation process is the distribution of trips from demand points to supply points throughout the city, therefore affecting the overall intraurban accessibility conditions to essential services such as education, there is a strong need of models that planners can rely on to predict the future trip distribution patterns. As a result, the objective of this work was to evaluate the performance of Artificial Neural Networks (ANN) when applied to spatial interaction models, the so-called Neural Spatial Interaction Models. This was done in a practical context, in contrast to the more theoretical works commonly found in literature. The practical application showed that the neural spatial interaction model had different performances when compared to the traditional gravity models. In one case the neural models outperformed the gravity models, while on the other case it was just the opposite. The explanation for this may be in the data or in the ANN model formulation, as discussed in the conclusions.
keywords Artificial Neural Networks, Spatial Interaction Models, Education Infrastructure
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_120
id sigradi2004_120
authors Alfonso Corona Martínez; Libertad Vigo; Cristián Buacar; Sebastián Rubbo
year 2004
title En el taller de proyecto, dónde está la arquitectura? [In the Design Studio, Where is the Architecture? ]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study is placed on the research line of Pedagogical practice and formation of the educator, which theme is related to learning in virtual worlds. The article presents and discusses some aspects of the process of approaching subjects (teachers) to a Virtual World, at a first moment, in a level of exploration, experimentation, interaction as a user, and, at a second moment as a creator, an author of a Virtual World, AWSINOS. The present study takes part of a exploratory/experimental research of qualitative nature that looks for the creation of virtual worlds for the continued qualification online and focuses on the investigation of socio-cognitive behaviors of subjects during their organization as a group and during the activity of building and using these worlds.
keywords Virtual worlds, learning, continued qualification, avatars
series SIGRADI
email
last changed 2016/03/10 09:47

_id 301caadria2004
id 301caadria2004
authors Chia-Yu Wang, Teng-Wen Chang
year 2004
title Information Sharing for Small Design Studios - Ubiquitous Information Flow Approaches
doi https://doi.org/10.52842/conf.caadria.2004.391
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. 391-404
summary While balancing the feasibility of management as well as design quality, design offices with strong focus on design are getting smaller and more compact. Mobility and dynamic information flow are two key issues for information sharing in design studio. In this research, we discussions about these concepts of ubiquitous computing, workflow and information model on small design studio. The goal of this research is trying to use available digital equipments as a ubiquitous device for sharing information dynamically no matter where and when they are. Use such digital equipments as well as server to store information and improve human interaction to achieve better interaction between human and technology. For these issues, we analyze three components of our system—the types of information, the interactive behaviors using roles as a metaphor, and ubiquitous devices that are available for small design studio. Within this research, we propose a system call Ubiquitous Information Flow Tool (UIFO) based on Java and Web technology for testing and reifying the concepts of ubiquitous information flow.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2004_129
id sigradi2004_129
authors Clarissa Ribeiro; Anja Pratschke; Azael Camargo
year 2004
title [on]_ambiente para uma comunidade virtual ["[on]_ambiente" for a Virtual Community]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Inside of a public politics project . Comunidades Online . that considers the construction of a virtual community as intervention in a concrete community, the article considers some initial parameters capable to guide the design of a virtual environment of dialogue and interaction for this on-line community. The objective of this article is to trace the main lines that will direct the design process this environment in a boarding with approaches to the architecture, placing on questions to the space where this dialogue happens. The work develops from the discussions circa the concept of community; of interfaces examples that illustrate different ways to give quality support to the dialogue between users, and one more consistent representation of .I., as well as expression of the identity in the virtual environment; and of an alternative presentation for technological basement, the semantic web.
keywords Community; virtual communities; semantic web; virtual environment design
series SIGRADI
email
last changed 2016/03/10 09:49

_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 fa6e
id fa6e
authors Escayola, Rosa María; Bauleo, Silvina A.; Diez, Leonardo Pablo
year 2004
title DISTANCE TEACHING OF MATHEMATICS FOR STUDENTS OF ARCHITECTURE: IS IT POSSIBLE?
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 105-109.
summary On the basis of our experience as teachers of Mathematics in the School of Architecture of the University of Buenos Aires and with the support of an expert designer of image and sound, we undertook the task of distance teaching the subject Mathematics II for students of Architecture. The academic guidance of Ms Spinadel, PhD, the university’s authorization and the support of a computer platform provided by Nueva Internet S.A. have enabled the completion of this project. We were encouraged to set up the distance teaching of the subject by the many advantages the system offers, namely, the chance for students to work at home with a computer-based platform containing all of the subject’s contents and to integrate and apply all the knowledge acquired in architectural contexts; and the chance for teachers to offer on-line guidance and tutorials. Distance teaching is not to be understood or configured as an accumulation of calculus procedures. Rather, it should be thought of as having the major aim of promoting the full development of the students’ imagination for the solution of architectural design problems. For that purpose, students must become familiar with the interface to be used as the virtual classroom, read the theoretical introduction to every one of the units, solve application problems (the students are provided with all the material, which they can visualize on line or print), and send their tutor all the queries they may have so that the process of teaching and learning is facilitated and enriched. The solution to exercises is presented in a didactic manner and students can resort to additional bibliography, image and formula galleries and a technical help forum provided by the software firm. A virtual classroom has been set up where students and teachers interact all the time. Students must also submit integrative assignments, which are corrected by the tutor and will form part of the subject’s final assessment, together with an in-person exam at the end of the semester. Excellent results have been obtained so far, being that this is the first time a subject of the Architecture course is taught this way. This paper is intended to share this experience and show how, in spite of the modality of the subject, the interaction achieved between students and teachers has proved to be very enriching.
series other
type normal paper
email
last changed 2005/04/07 12:50

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

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

_id caadria2005_b_5c_b
id caadria2005_b_5c_b
authors Martin Tamke
year 2005
title Crossing The Media
doi https://doi.org/10.52842/conf.caadria.2005.364
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 364-374
summary An open-ended, diversified and critical approach of architectural design, using different form of ideas representation might offer best chances to gain new spatial solutions. Today’s most forward architects and designer are aware of this and make full use of physical and digital media during the process of design. During the summer term 2004 the experiment ‘Crossing the Media’ took place at the Technical University of Braunschweig. The main goal of this practical oriented seminar has been the exploration of the interface between analogue and digital Media within the design process. Both techniques, analogue and digital, were used in an experimental way and their interaction and adaptability in the field of architecture was analyzed. The work examines the possibility of a consistent integration of digital and physical representation in a design process and the individual benefits of each. In order to achieve this, we made up a stringent line of digital-analogue and analogue-digital (DA-AD) Technologies for our design experiment. During the examination we focused especially on the creative potential of the techniques used, their interaction and adaptability in the field of architecture. Hence one of the goals of the occupation with the digital analogue interfaces was the examination of the emerging shift within the structure during the process, the imprints of technology. This paper describes the workflow and tools that were used, our practical experiences with analogue digital interface and the emerging questions and impulses to architects future work and theory. The discovered limitations and consequences of interfaces between the analogue and digital realm of design and their creative chances will be revealed. We share results which we think are helpful to others, and we highlight areas where further research is necessary.
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia04_202
id acadia04_202
authors Matsushima, Shiro
year 2004
title Technology-mediated process: case study--MIT Stata Center
doi https://doi.org/10.52842/conf.acadia.2004.202
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, 202-219
summary Gehry Partners’ (GP) sculptural approach to tectonic form, with its dramatic curves, complex geometry, and idiosyncratic application of materials, seems to have redefined the limits of architecture. The development of a strong formal vocabulary has been achieved by advanced use of information technologies, including CATIA, which allows translation among various tectonic representations, both in physical and digital forms. In addition, the nature of the office has much to do with other changes in the project delivery system, such as the relationships with associate architect, manufacturers, and subcontractors. This paper discusses how new technology changes the design and fabrication process, which has evolved from GP’s milestone project, Guggenheim Museum Bilbao, and how organizational efforts to involve the industry in the design process facilitate the project. Unlike at Bilbao, in the newly-completed Stata Center GP produced all the construction documents. This shift coincided with a gradual change in which GP was becoming involved in the technical aspects of their projects much earlier in the design process. Therefore they had to invest in new working relationships with the construction team, including fabricators, manufacturers, and contractors. The approach of Gehry and his team suggests that architectural practice can be liberated from its conventional arrangements. Although it is still evolving, Gehry has achieved a holistically integrated organizational system where the architect has far more direct interaction with all aspects of design and fabrication.
keywords design technology, fabrication process, communication protocol
series ACADIA
email
last changed 2022/06/07 07:58

_id 206caadria2004
id 206caadria2004
authors Ricardo Sosa and John S. Gero
year 2004
title Diffusion of Design Ideas: Gatekeeping Effects
doi https://doi.org/10.52842/conf.caadria.2004.287
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. 287-302
summary Designers and design managers are interested in gaining a deeper understanding of the complexities of creativity and innovation (Langdon and Rothwell 1985). These two phenomena can be seen as complementary dimensions of a differentiation cycle where design plays a key value-adding role that gradually reduces through commoditisation. However, there is a lack of relevant evidence to explain the link between creativity and innovation. Creativity is increasingly considered as occurring in the interaction between the individual generator of an idea and a group of evaluators (Sawyer et al 2003). However, most studies have regarded the generation of a solution -and not its social impact- as the outcome of the creative process (Runco and Pritzker 1999). Accordingly, computational modelling of creativity has been mainly conducted in a social void (Boden 1999).
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2005_570
id sigradi2005_570
authors Vitale, Miguel Angel
year 2005
title Formal investigation and explorations in the contemporary city
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 570-574
summary The dynamics of the city today, their conceptual changes and physical migrations place us in front of an indicial rather than symbolic phenomenology where the visuality of the of the image requires to rethink the conceptual categories for the projectual action. As architects, professors and investigators we find ourselves in front of the necessity to focus from the environment of the investigations of the coetaneous city, the system of the diverse morphologic assemblies of the urban condition, the different intervening graphologic entities and the textualities of the image in the configuration of the urbanity. It is proposed to give continuity to the presentations of investigative short essays of Sigradi 2003 and inquires of the communicational sense approached in 2004, introducing in this event schemes of investigation-teaching, exhibiting proposals of objects and designs in urban environment of the Laboratory of Formal Explorations, emphasizing the revaluation of the areas of obsolescence, the insertion of the novel outdoor public spaces and new emergent forms of the dispersion and territorial decentralization." [Full paper in Spanish]
keywords Urbanity; morphology; explorations, image; means
series SIGRADI
email
last changed 2016/03/10 10:02

_id caadria2018_016
id caadria2018_016
authors Zahedi, Ata and Petzold, Frank
year 2018
title Utilization of Simulation Tools in Early Design Phases Through Adaptive Detailing Strategies
doi https://doi.org/10.52842/conf.caadria.2018.2.011
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 11-20
summary Decisions taken at early stages of building design have a significant effect on the planning steps for the entire lifetime of the project as well as the performance of the building throughout its lifecycle (MacLeamy 2004). Building Information Modelling (BIM) could bring forward and enhance the planning and decision-making processes by enabling the direct reuse of data hold by the model for diverse analysis and simulation tasks (Borrmann et al. 2015). The architect today besides a couple of simplified simulation tools almost exclusively uses his know-how for evaluating and comparing design variants in the early stages of design. This paper focuses on finding new ways to facilitate the use of analytical and simulation tools during the important early phases of conceptual building design, where the models are partially incomplete. The necessary enrichment and proper detailing of the design model could be achieved by means of dialogue-based interaction concepts with analytical and simulation tools through adaptive detailing strategies. This concept is explained using an example scenario for design process. A generic description of the aimed dialog-based interface to various simulation tools will also be discussed in this paper using an example scenario.
keywords BIM; Early Design Stages; Adaptive Detailing ; Communication Protocols; Design Variants
series CAADRIA
email
last changed 2022/06/07 07:57

_id 512caadria2004
id 512caadria2004
authors Chyi-Gang Kuo, Hsuan-Cheng Lin, Yang-Ting Shen, Tay-Sheng Jeng
year 2004
title Mobile Augmented Reality for Spatial Information Exploration
doi https://doi.org/10.52842/conf.caadria.2004.891
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. 891-900
summary In this paper, we present an augmented reality system that integrates real and virtual worlds for outdoor sustainable education in campus. We develop a mobile spatially-aware computational device as a visualization aid to students learning outdoors. We apply the mobile augmented reality technology to a newly constructed ecological garden in our campus. Users can virtually see the underlying water cycling system outdoors and map the virtual objects to physical reality through embodied interaction with the computational device. The objective is to make invisible information visible to users to extend interactions with our “living” environment. Keywords : Augmented Reality, Mixed Reality, Mobil Computing, Information Exploration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
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 sigradi2004_292
id sigradi2004_292
authors Aline Couri Fabião
year 2004
title Vilosidades espaciais - Ambientes imersivos e interativos em rede [Space Villosities - Immersive and Interactive Environments in Network]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary With the aim to explore the potential of creating spaces through the Internet, the research is based on Novak.s concepts . .Soundscapes. and .Navigable Music. . for a project that includes the production of a file sharing software (peer to peer) and chat that allows the sonorous and visual representation of the connected users, defining a virtual space, a fluid sonorous landscape, where it.s main constituent substance is the sound. An environment network with participative and collective sound and image being able to be visualized in full screen. This software is the experimental part of the MSc project (still in its initial phase) developed in the School of Communication of UFRJ, in the line of research Communication Technologies and Aesthetics.
keywords Soundscape; communication; net art; peer to peer; environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia04_000
id acadia04_000
authors Beesley, P., Cheng, N.Y.-W. and Williamson, R.S. (eds.)
year 2004
title FABRICATION: EXAMINING THE DIGITAL PRACTICE OF ARCHITECTURE
doi https://doi.org/10.52842/conf.acadia.2004
source 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 09696665-2-7] Cambridge (Ontario) 8-14 November, 2004.
summary We are presenting design ideas, technical innovation, and fabrication expertise that address crucial issues. Authors investigate how to effectively design and practice architecture with automated prototyping and manufacturing. We want to understand where this might lead, and how it might change the nature of architecture itself. We are just beginning to discover the opportunities to be found in integrating automated fabrication within the practice of architecture. At the same time, the new century has brought very mixed perspectives on confident Modern progress. A cautious scrutiny of 'innovation' is needed. Fabrication is an old word with the straightforward meaning, to make. The roots of the word lead to the origins of architecture. Making has been considered a virtue by ancient writers and modern politicians alike. Fabrication (and homo faber, 'one who makes') have served as fundamental terms that constitutions and contract laws have been built upon. Shaping and working with materials is at the core of Western civilization. However at a point in human history where nature is steadily being replaced by human artifice, the consequences of making are far from simple. Whether for good or ill, our new fabricated environment is transforming the world.
series ACADIA
type normal paper
last changed 2022/06/07 07:49

_id b83a
id b83a
authors Benoudjit A, Derix C and Coates P
year 2004
title Human perception and space classification: The Perceptive Network
source Proceedings of the Generative Arts conference, Milan, 2004
summary This paper presents a computer model for space perception, and space classification that is built around two artificial neural networks (ANN). This model is the first known application in architecture, where a self-organized map (SOM) is used to create a space classification map on the base of human perception criteria. This model is built with the aim to help both the space designers (architects, interior designer and urban designers), and the space users to gain a better understanding of the space in particular, and the environment where they evolve in general. This work is the continuity of an outgoing work started in the CECA by C. Derix around Kohonen network.
keywords neural network, self-organised feature map, perception, spatial configuration
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:28

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