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 557

_id cf2007_331
id cf2007_331
authors Moum, Anita; Tore Haugen and Christian Koch
year 2007
title Stretching the Trousers Too Far? Convening societal and ICT development in the architectural and engineering practice
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 331-344
summary The publicly and privately funded national R&D program ‘Digital Construction’ was initiated in 2003 in order to establish a common platform for interchanging digital information and to stimulate digital integration in the Danish building industry. This paper explores the relation between visions, strategies and tools formulated in the ‘Digital Construction’ program, and the first experiences made from implementing the 3D work method part of the program in an ongoing building project. The discussions in the paper are placed in the complex field between choosing strategies for integrating information and communication technologies on national level, and the effects of these strategies on real life building projects.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id caadria2007_657
id caadria2007_657
authors Chotsiri, Sirin; Siwarak Suwannasan, Wipaporn Lamool and Monchai Bunyavipakul
year 2007
title The Development of E-Groupware in the Collaborative Work of Architectural Design
doi https://doi.org/10.52842/conf.caadria.2007.x.u1h
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The emergence of the computer networking, especially the internet has been a very useful tool for the construction industry. The AEC (AEC: Architectural, Engineering and Construction) has adopted the computer technology to the collaboration design work (CSCW: Computer Support Collaborative Work). It used to be that people work together in the real physical space like an office or design studio but now in the virtual design place. This is to accommodate the work that is being done among the designers or construction teams that are far apart. Through Web Application these people can work together from different location.
series CAADRIA
last changed 2022/06/07 07:50

_id ecaade2007_231
id ecaade2007_231
authors Díaz, Joaquin
year 2007
title Holistic Cost-Information Management in Building and Construction
doi https://doi.org/10.52842/conf.ecaade.2007.533
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 533-539
summary In the building and construction industry the need for a more holistic enterprise-overlapping information exchange is obvious. Especially the management of cost-information from the very beginning design-phase to the point of controlling and billing is a very important task. Co-operation between architects, construction companies, engineering consultants, and authorities using digital information exchange becomes a strategic success factor. Solutions which cover all stages of the value creation chain such as e-tendering, cost-estimation, cost-determination, and production must be anytime accessible and platform independent. While the basic conditions of IT-infrastructure (digital networks) are today fully sufficient, the compatibility between the systems and the information to be exchanged represent the largest problem. The main problem is in the range of different systems and various information domains. Transformations and adjustments of the exchanged information still cost nearly 40 % of design and engineering time. Efficient information exchanges require a universal exchange format, which makes the existing systems compatible. This paper describes the German approach for a holistic information exchange in the building and construction industry. Furthermore the new approach to integrate the German GAEB Standard and the Industrial Foundation Classes (IFC) and the possibilities that can be obtained out of this integration will be explained.
keywords GAEB standard, e-tendering, cost-estimation and cost management, bidding and billing procedures, integration of cost and graphical information (BIM)
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2007_661
id caadria2007_661
authors Lamool, W.; S. Chotsiri, S. Suvarnnasara and M. Bunyavipakul
year 2007
title The Development of E-Groupware in the Collaborative Work of Architectural Design
doi https://doi.org/10.52842/conf.caadria.2007.x.v3t
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The emergence of the computer networking, especially the internet has been a very useful tool for the construction industry, The AEC (AEC: Architectural, Engineering and Construction) has adopted the computer technology to the collaboration design work (CSCW: Computer Support Collaborative Work). It used to be that people work together in the real physical space like an office or design studio but now in the virtual design place. This is to accommodate the work that is being done among the designers or construction teams that are far apart. Though Web Application these people can work together from different.
series CAADRIA
last changed 2022/06/07 07:50

_id ecaade2007_005
id ecaade2007_005
authors Larsen, Knut Einar; Scheurer, Fabian; Schindler, Christoph; Stori, Simen
year 2007
title The Trondheim Camera Obscura
doi https://doi.org/10.52842/conf.ecaade.2007.051
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 51-58
summary This paper discusses a project where we, together with a group of 15 graduate students, designed, produced, and built small timber structure (a Camera Obscura) in Trondheim, Norway. The project was part of a full semester course at the Faculty of Architecture of the Norwegian University of Science and Technology (NTNU). The main purpose of the course was to explore the possibilities of prefabrication in timber construction based on file-to-factory processes (digital fabrication). Moreover, we wished to give the students the experience of building a permanent structure in 1:1.
keywords Teaching project 1:1, industry cooperation, digital fabrication, CAD-CAM, camera obscura
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2007_042
id ecaade2007_042
authors Ozel, Filiz
year 2007
title Pattern Language and Embedded Knowledge in Building Information Modeling
doi https://doi.org/10.52842/conf.ecaade.2007.457
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 457-464
summary When Christopher Alexander (1977), trained both as a mathematician and an architect, published his seminal work “The Pattern Language” in the 1970’s and introduced the concept of “pattern language”, computers were still in their infancy, CAD did not exist as we know it today, and computer information modeling was not even in the radar screen of researchers. Design communication simply meant manual drafting. With the concept of ‘pattern language” (http://www.patternlanguage.com/), Alexander proposed a systematic method for dealing with complexity, which proved itself to be more relevant than ever in the digital age. The concept is often cited by computer scientists as a precursor to object oriented modeling. This study explores the potential of “pattern language” for structuring building information and design knowledge within the framework of the recent developments in building information modeling (BIM). In this article, comparisons to the approach taken by the software engineering industry who embraced the idea of “patterns” as a systematic way to software development are also made. While Alexander’s pattern language proposes a method with which the designer can incorporate his/her experiences and design vision systematically into the process of designing, software industry’s approach to patterns describes a method for providing problem and solution patterns (i.e. prototypes) that can be used repeatedly during software development. There is obviously a significant difference between the original intent of the “pattern language” and the way it was later used in other fields including software engineering and business solutions. At the cross section of architectural design and software engineering, Building Information Modeling (BIM) software can benefit from carefully incorporating a combination of these two approaches into its structure as patterns.
keywords Building information modeling, Christopher Alexander, pattern language, software development
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2007_124
id ecaade2007_124
authors Penttilä, Hannu; Rajala, Marko; Freese, Simo
year 2007
title Building Information Modelling of Modern Historic Buildings
doi https://doi.org/10.52842/conf.ecaade.2007.607
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 607-613
summary This paper reports a research study which evaluated the possibilities of building information modelling (BIM) within renovation of buildings of significant architectural, historic or cultural values. Renovation or restoration projects of historic buildings can be more demanding, challenging and complex than traditional renovation of for instance within housing. Objective of this research has been to transfer ICT (information and communication technology) and BIM research findings to historic design practice and true renovation project environments. The concept of building information modelling BIM is a proposed integrative framework for all design and construction project information in digital form. BIM can currently be seen to be in a phase of pragmatic pilot projects in several countries. Nevertheless, BIM has not been tested that much in renovation projects yet, although the importance of renovation and restoration is remarkable within the total volume of western construction sectors. One essential conclusion of this study is, that renovation design work should be started earlier in model-based design projects than in traditional renovation projects. More resources have also to be assigned to earlier design phases, if BIM is intended to be used extensively throughout the project. Another finding is the new concept of an inventory model, which is proposed to be the container for all building inventory, survey and measurement data. Even more so, when significant historic, hence more demanding building renovation is concerned, because there are more needs for various kinds of surveys, accurate data gathering and analyzing queries concerning the project.
keywords BIM, building information modelling, design process, design methods, reconstruction, renovation
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2007_226
id ecaade2007_226
authors Agger, Kristian; Lassen, Michael; Knudsen, Nikolaj; Borup, Ruben; Rimestad, Jens; Norholdt, Peter; Bramsen, Nikolaj
year 2007
title B-processor
doi https://doi.org/10.52842/conf.ecaade.2007.043
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 43-50
summary The B-processor is a redesign of the digital building information modelling/managing concept: Addressing the whole building industry participants and all phases in the building process. Offering a new “standard” for digital building information structure with generic modelling and evaluation tools in the B-model kernel. Plug-in structure for free extension of the B-processor system by the Building Industry. Kernel prototyped in Java to be downloaded for free – open source.
keywords Digital applications in construction, digital fabrication and construction, prediction and evaluation, design methodology, generative design
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
doi https://doi.org/10.52842/conf.caadria.2007.x.d7c
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2007_273
id caadria2007_273
authors Chitchian, Davood; H.C. Bekkering
year 2007
title Sustaining Design Decision Makers in the AEC industry
doi https://doi.org/10.52842/conf.caadria.2007.x.w3a
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Today’s typical decision making problem such as strategic planning, portfolio analysis, resource allocation and human resource management involves a variety of tangible and intangible strategic goals, conflicting constraints, dozens or hundreds of alternative initiatives to be pursued, and limited resources. A decision maker cannot meaningfully combine all of this information to make right decisions. To sustain decision makers in the Architecture, Engineering and Construction (AEC) industry, this paper proposes a tool to transfers a complex problem into a concept of hierarchical structure consisting of goal and its criteria and sub-criteria. Irrespective of the applied domains, this tool provides a flexible means for tackling the complex decision making process. It embeds a mathematical model for prioritization and decision making which is based on the Analytical Hierarchy Process (AHP).
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2008_022
id ecaade2008_022
authors Einar Larsen, Knut; Schindler, Christoph; Scheurer, Fabian; Stori, Simen
year 2008
title The Ringve Botanical Garden Viewing Platform
doi https://doi.org/10.52842/conf.ecaade.2008.783
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 783-790
summary Since 2006 the Faculty of Architecture of the Norwegian University of Science and Technology (NTNU) has organized the ‘1-2-TRE’ workshops on digital timber fabrication. The annual one-semester courses explore the possibilities and conditions of file-to-factory processes in cooperation with professional carpentries. The 2007 course focused on adding varied simple elements to a complex whole. Within a full semester course, a permanent viewing platform for the Botanical Garden of Trondheim was designed, produced and built by the participating students.
keywords Teaching project 1:1, Industry cooperation, Digital fabrication, CAD/CAM, Ringve Botanical Garden Viewing Platform
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2007_028
id ascaad2007_028
authors Elmasry, M.H. and E.M. Farid
year 2007
title User Participation and Mass Customization as Key Factors in the Future Residential Building
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 327-342
summary The adoption of mass customization concepts, new manufacturing technologies together with the user participation, can open up an opportunity to the future residential buildings to achieve both a status of art and commodity, breaking the typical dichotonomy in architecture and meeting the individual needs and values of the future clients .The paper emphasizes on the concept of introducing the design as critical selling point where the customers can make their choices and changes through an interactive Web site exploring how mass customization and co-design will affect the architectural design / construction process of the residential multi-storey buildings.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_049
id ecaade2007_049
authors Gane, Victor; Haymaker, John
year 2007
title Conceptual Design of High-rises with Parametric Methods
doi https://doi.org/10.52842/conf.ecaade.2007.293
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 293-301
summary This paper describes the use of parametric methods in generating conceptual designs of high-rise buildings. We first assess current conceptual design practice at a leading AE firm and illustrate the challenge of satisfying a complex set of requirements with the tools currently used by the AEC industry. Few design options are generally developed and analyzed; better design solutions are most likely being overlooked. Parametric tools can potentially help address this problem by allowing designers to formalize and generate solution spaces that can be explored. But few case studies exist to document the construction and impact of these models. We present such a case study. We describe the variables, constraints, components, and rules in the model. We discuss the costs and benefits, and conclude with recommendations for expanding the use of parametric methods.
keywords Conceptual, rule-based, parametric design
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2007_000
id caadria2007_000
authors Gang, Yu; Zhou Qi and Dong Wei (eds.)
year 2007
title CAADRIA 2007 - Digitization and Globalization
doi https://doi.org/10.52842/conf.caadria.2007
source Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia / Nanjing (China) 19-21 April 2007, 694 p.
summary Turning to 21st century, the globe has been rapidly becoming a small village as the transportation and communication tools become more efficient and more easily available to the public. So has this been happening in AEC industry (Architecture, Engineering and Construction). Digital technology has apparently changed the working process in the AEC industry, but not as efficiently as in manufacturing industry, such as automobile production. It might be mainly because of the diversified components and scattered sites with lower industry standards, especially against the background of customization and vernacular traditions of architecture. What roles can digital technology play in this development and how can we steer correctly this inevitable trend?
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:49

_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_id 6c08
id 6c08
authors Horne M, Thompson E, Podevyn M
year 2007
title An overview of virtual city modelling: emerging organisational issues
source CUPUM07 10th International Conference on Computers in Urban Planning and Urban Management, Iguassu Falls, Brazil, 11-13 July 2007
summary This paper presents a recent overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It builds on previous research conducted on the identification of three-dimensional (3D) city models and offers an analysis of the development, utilization and construction of VR city models. Issues pertaining to advantages, barriers and ownership are identified. The paper describes a case study of the development of a VR model for the city of Newcastle upon Tyne in the UK and outlines the role that academic institutions can play in both the creation and utilization of urban models. The study offers a new approach for the creation, management and update of urban models and reflects on issues which are emerging. Areas for future research are discussed.
keywords city models, Virtual Reality, management, diversity, ownership
series other
type normal paper
email
last changed 2008/03/14 00:13

_id d34b
id d34b
authors Horne M, Thompson E
year 2007
title Virtual Reality and 3D modelling in built environment education
source CONVR2007 7th Conference on Construction Applications of Virtual Reality, Penn State University, USA, 22-23 October 2007
summary This study builds upon previous research on the integration of Virtual Reality (VR) within the built environment curriculum and aims to investigate the role of Virtual Reality and three-dimensional (3D) computer modelling on learning and teaching in a school of the built environment. In order to achieve this aim a number of academic experiences were analysed to explore the applicability and viability of 3D computer modelling and Virtual Reality (VR) into built environment subject areas. Although two-dimensional representations have been greatly accepted by built environment professions and education, three-dimensional computer representations and VR applications, offering interactivity and immersiveness, are not yet widely accepted. The project builds on previous studies which focused on selecting and implementing appropriate VR strategies and technologies (Horne and Hamza, 2006) and offers an approach on how three-dimensional computer modelling and virtual reality may be integrated into built environment teaching. It identifies the challenges and perceived benefits of doing so by academic staff and reports on the systematic approach which was adopted by Northumbria University, School of the Built Environment, to raise awareness of VR technologies across the spectrum of built environment disciplines. A selection of case studies is presented which illustrate how VR and 3D modelling have been integrated to extend traditional forms of representation and enhance the students’ learning experience. The attitudes perceptions, opinions and concerns of academic staff in regards to use of 3D and VR technologies in their teaching are discussed
keywords Virtual Reality, 3D computer modelling, built environment, curriculum.
series other
type normal paper
email
last changed 2008/03/14 00:08

_id b13b
id b13b
authors Horne M
year 2007
title The Role of Higher Education in nD Modelling Implementation
source Constructing the Future: nD modelling, Ghassan Aouad, Angela Lee, Song Wu, Taylor & Francis Books Ltd, pp. 309-325 2007
summary University education is no stranger to change, but the rapid development of today’s information technology (IT) is posing great challenges to academics who have to consider its appropriate integration into carefully designed curricula to meet the expectation of students and the requirements of industry. A more widespread acceptance of 3D modelling within organizations is seen as a significant milestone in advancing the adoption of nD modelling technology and furthering the vision for a single integrated project model shared by the key participants in the design and construction process.
keywords higher education,nD modelling, implementation
series book
type normal paper
email
last changed 2008/03/14 00:33

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