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 560

_id sigradi2011_211
id sigradi2011_211
authors Manferdini, Anna Maria; Cipriani, Luca
year 2011
title Digital 3D Collections of Mosaics
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 560-563
summary In this paper we present a methodology developed to access to Cultural Heritage information using digital 3d reality-based models as graphic interfaces. The case studies presented belong to the wide repertoire of mosaics of Ravenna, ranging from the byzantine to the modern ones. One of the most peculiar characteristics of mosaics that often limits their digital survey is their multi-scale complexity; nevertheless their models could be used in 3d information systems, for digital exhibitions, for reconstruction aims and to document their conservation conditions in order to conduct restoration interventions in digital environments aiming at speeding and performing more reliable evaluations.
keywords Range and image-based technologies; 3d modeling; mosaics; digital collections; knowledge sharing
series SIGRADI
email
last changed 2016/03/10 09:55

_id ecaade2011_016
id ecaade2011_016
authors Stojakovi_, Vesna; Tepav_evi_, Bojan
year 2011
title Single Image Ambiguity and Adjustment of Cultural Heritage Modeling Approach
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.99-106
doi https://doi.org/10.52842/conf.ecaade.2011.099
wos WOS:000335665500011
summary The objective of this research is to point out the deficiency of the modeling from a single image and give suggestion for the improvement. In the domain of cultural heritage visualization, single image modeling is mainly used to recover the scene shown in the historical photographs. In this paper, some common ambiguities in the area of the historical architectural environments are highlighted. In most approaches user is the one to introduce and choose constraints, and therefore he must have control over the ambiguity problems. We propose suggestions about how to adjust the single-image-based modeling in order to minimize chance for irregular 3D shapes to emerge due to ambiguity. Simple examples are used to illustrate how ambiguity of a single image can affect the models veridicality, which are the common mistakes that inexperienced user can make and how and when they can be corrected.
keywords Single-image-based modeling; Restitution; Perspective; Photography; Shape ambiguity; Cultural heritage
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_163
id ecaade2011_163
authors Mark, Earl
year 2011
title Visualizing the Unknown in Historical Vernacular Architecture: Making Speculation from Archaeological Fragments Explicit
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.868-874
doi https://doi.org/10.52842/conf.ecaade.2011.868
wos WOS:000335665500100
summary Computer based visualization tools have the capacity to create convincing reconstructions of historical structures that appear to be authentic and complete but where inferences have been drawn from relatively limited evidence. The challenge is how to make the exciting process of discovery, argument and reasoning more self-evident in the model and also make known the alternative constructions that were plausible but less likely. This paper refers to two computer visualizations developed by the author for world heritage building sites. In both cases, a similar geometrical modeling technique was used. However, in the second case, the 3D modeling approach is developed for juxtaposition with captured dialogs, the evidence used, and the process followed so as to make level of speculation more explicit.
keywords Authentication; Three-Dimensional Digital Reconstruction; Archaeology; Parametric Modeling; Decision Tree
series eCAADe
email
last changed 2022/05/01 23:21

_id caadria2013_043
id caadria2013_043
authors Freitas, Márcia Regina de and Regina Coeli Ruschel
year 2013
title What is Happening to Virtual and Augmented Reality Applied to Architecture?
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 407-416
doi https://doi.org/10.52842/conf.caadria.2013.407
wos WOS:000351496100040
summary This paper presents the results of a comprehensive survey of activities on research and development of Virtual and Augmented Reality applied to architecture. 200 papers were reviewed, taken from annual conferences of the Association for Computer Aided Design In Architecture (ACADIA) and its sibling organizations in Europe (ECAADE and CAAD Futures), Asia (CAADRIA), the Middle East (ASCAAD) and South America (SIGRADI). The papers were grouped in research areas (design method, architectural theory and history, performance evaluation, human interaction, representation and process & management), emphasis (education, application, collaboration, visualization, practice and theory) and technology development stage (specification, development, application demonstration and evaluation). The period of study comprises 11 years, from 2000 to 2011. Findings for each category are described and key publications and authors are identified.  
keywords Virtual reality, Augmented reality, Study of activity 
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20109101
id ijac20109101
authors Moloney, Jules; Bharat Dave
year 2011
title From abstraction to being there: mixed reality at the early stages of design
source International Journal of Architectural Computing vol. 9 - no. 1, 1-16
summary We discuss the use of multiple design representations to enhance decision making at the early stages of design. Our interest is how the context in which design decisions are made can be extended by two interrelated approaches: (1) the incorporation of the temporal; (2) through the concurrent evaluation of qualitative representations and quantitative information. Outcomes from a practice survey and observations from design studios are used to inform the development of mixed reality (MixR) technology, to enable the applications to reflect architecture specific modes of design praxis. We propose two approaches - studio MixR and site MixR - reflecting the distinction between typical studio based design process and the requirements of a formal design review by the design team and stakeholders. Prototype applications have been implemented and a number of projects have been undertaken to illustrate some of the potential of mixed reality for architecture and urban design. These focus on the early stages of design, from the abstraction of parametric design to on site design reviews undertaken with augmented reality visualization.
series journal
last changed 2019/05/24 09:55

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
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. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p043
id cf2011_p043
authors Boeykens, Stefan
year 2011
title Using 3D Design Software, BIM and Game Engines for Architectural Historical Reconstruction
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. 493-509.
summary The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. Regular visualization techniques have been used for quite some time and they still pose interesting approaches, such as following cinematic techniques [1]. While common visualizations focus on pre-rendered graphics, it is possible to apply Game Engines [2] for real-time architectural visualization, as witnessed by [3] and [4]. In the course of our teaching and research efforts, we have collected experience with several visualization and modeling techniques, including the use of gaming engines. While the modeling of qualitative geometry for use in regular visualization already poses an elaborate effort, the preparation of models for different uses is often not trivial. Most modeling systems only support the creation of models for a single amount of detail, whereas an optimized model for a real-time system will have fairly different constraints when compared to non-real-time models for photorealistic rendering and animation. The use of parametric methods is one usable approach to tackle this complexity, as illustrated in [4]. One of the major advantages of using parametric approaches lies precisely in the possibility of using a single model to generate different geometry with control over the amount of detail. We explicitly tackle this in a Building Information Modeling (BIM) context, as to support much more than purely 3D geometry and visualization purposes. An integrated approach allows the same model to be used for technical drawings in 2D and an optimized 3D model in varying levels of detail for different visualization purposes. However, while most Building Information Modeling applications are targeted to current architectural practice, they seldom provide sufficient content for the recreation of historical models. This thus requires an extensive library of parametric, custom objects to be used and re-used for historically accurate models, which can serve multiple purposes. Finally, the approach towards the historical resources also poses interpretation problems, which we tackled using a reasonably straightforward set up of an information database, collecting facts and accuracies. This helps in the visualization of color-coded 3D models, depicting the accuracy of the model, which is a valuable graphical approach to discuss and communicate information about the historical study in an appealing format. This article will present the results of different reconstruction case studies, using a variety of design applications and discuss the inherent complexity and limitations in the process of translating an active, evolving model into an environment suitable for use in a real-time system. Especially workflow issues are identified, as the translation of the model into the game engine should be repeated several times, when the model is further refined and adapted. This used to involve a large amount of repetitive work, but the current crop of game engines have much better approaches to manage the updating of the geometry.
keywords Real-time architecture, game engines, cultural heritage, digital reconstruction, parametric modeling, Building Information Modeling
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id eaea2009_martens_peter
id eaea2009_martens_peter
authors Martens, Bob; Herbert Peter
year 2011
title Potemkin Village, reloaded Visualization of Destroyed Synagogues within the Cityscape of Vienna
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 53-58
summary In our everyday life experience the use of projection media is ever present. The theme of this EAEA-conference seems at a first glance to be in favour of the projected view in a timeline, directed towards to the future. However, a re-reading of the thematic direction does suggest a relative consideration and viewing of both past and future. This contribution will elaborate on the virtual reconstruction of synagogues in the City of Vienna. On one hand, the use of fac_ade projections will be presented as a means to recreate a previous (non-existing) situation over a given time span in a manner which does not change the physical condition of the current building stock as such. Given that interior photography of the synagogues is very limited or non-existent, the possibility of recreating a set of endoscopic representations will be examined.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ecaade2011_159
id ecaade2011_159
authors Sdegno, Alberto
year 2011
title The Masieri Memorial by Frank L. Wright in Venice: Reconstructing an Unbuilt project on the Canal Grande
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.960-966
doi https://doi.org/10.52842/conf.ecaade.2011.960
wos WOS:000335665500110
summary The research that is presented here was developed to understand the impact of a new building in a very delicate context, such as the venetian one. The case study was a very important project for the history of architecture, because it is the only design by Frank L. Wright for an Italian customer. The Masieri Memorial was projected by the author on Canal Grande and near the Rialto bridge. The very detailed drawings and notes helped us to reconstruct in digital form the architecture, to study the representation of it in Venice and to verify the effect with the other ancient venetian palaces, such as Palazzo Balbi. The simulation was taken to the photorealistic perception, applying all the textures and materials as found in the sketches and reserved notes of the architect. The final step was the realization of a video to simulate the perception from a boat and the materialization of a maquette using the Rapid Prototyping techniques, in nylon powder.
keywords Digital reconstruction; simulation; rendering; video animation; Rapid Prototyping
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_093
id ecaade2011_093
authors Veliz, Alejandro; Sills, Pablo
year 2011
title Digital design of reconstruction proposals in Chile
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.673-678
doi https://doi.org/10.52842/conf.ecaade.2011.673
wos WOS:000335665500078
summary After the earthquake and tsunami occurred in Chile on February 27th 2010, the Technical University Federico Santa Maria was asked to contribute with reconstruction proposals for the commercial infrastructure destroyed in the town “San Juan Bautista”. Located 600 km (~370 mi) away from the continent, this town is not just the home of several endemic species, but is also located next to a National Protected Area and UNESCO Biosphere Reserve. Within this context, the design problem consisted on the development of a component-based strategy and prefabrication requirements, and to reduce to the minimum the implied logistics and environmental impacts of the new buildings. With a Studio of 23 final year students and the support of the Architecture Firms Association, 11 projects were developed using digital tools such as visual programming and digital fabrication. Finally, technical documentation was produced and delivered to the local and government authorities.
keywords Visual programming; post-disaster reconstruction; prefabrication; constraintbased design; building components
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2011_328
id sigradi2011_328
authors Arenas, Felipe; Banda, Pablo
year 2011
title Morfología de Datos y Desterritorialización: Integrando sentido al diseño paramétrico [Data Morphology and Deterritorialization: Integrating meaning into Parametric Design]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 381-385
summary This paper reflects about the potential of integrating meaning into parametrics that can be produced by the linkage between information visualization interfaces and custom parametric modeling systems. The inclusion of unstable semantics from web-based geo-referenced information is proposed, as driver for producing extreme differentiation and systemic complexity in contemporary design practices.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2011_332
id sigradi2011_332
authors Berns, Torben; Nguyen, Philam
year 2011
title The Subject on the Table: Augmented Reality and the Technical Image
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 571-574
summary This paper approaches the dilemma of the technical image as it relates to an understanding of the constructed subject. Proceeding from a condition identified in film and popular culture, the authors construct an investigative, graduate level workshop around a collaborative interface and archive. The project was premised upon the notion that a new ground, based in visualization processes and incorporating existing technologies, must be practically and critically explored to make any sense at all of the subjectivity already coeval with these technologies.
keywords Technical image; subjectivity; collaborative work; sensus communis
series SIGRADI
email
last changed 2016/03/10 09:47

_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 d90e
id d90e
authors Christenson, Mike
year 2011
title On the architectural structure of photographic space
source Architectural Science Review 54.2, 93-100.
summary The ambiguous relationship between photography and architecture is one of constructed and re-constructed identity. As a specific exploration into this relationship, this paper considers the construct of point-of-vew/field-of-view maps (or POV/FOV maps), that is, diagrams which register photographers’ positions, fields of view, and directions of view corresponding to a set of photographs of an existing work of architecture. A POV/FOV map can be expected to differ according to whether the set of photographs under consideration is (a) sampled from a image-sharing site such as Flickr; (b) published in an academic monograph; or (c) published in the popular press. This paper tests the extent and significance of these differences through a comparative study of Mies van der Rohe’s Crown Hall and Rem Koolhaas’s McCormick Tribune Campus Center, both at the Illinois Institute of Technology in Chicago, USA. In both cases, POV/FOV maps are used to compare sets of professional or academic photographs to sets of touristic and popular-press ones. Reflecting the tenuous nature of architectural identity as constructed through photography, the comparison both confirms and denies assumptions concerning differences between professional and amateur approaches. The paper concludes with the speculation that tools like Google Street View are likely to further erode traditional distinctions between modes of identity-construction, in particular, those distinctions which a POV/MAP can register.
keywords Photography, visualization, Mies, Koolhaas, flickr, Google
series journal paper
type normal paper
email
more http://www.informaworld.com/smpp/content~content=a938203017~db=all~jumptype=rss
last changed 2011/07/04 18:12

_id ecaade2011_127
id ecaade2011_127
authors Di Mascio, Danilo; Palka, Pierpaolo
year 2011
title From the 3D survey “ad Oggetto” to the technological representation of the architecture: The case study of Caporciano
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.829-836
doi https://doi.org/10.52842/conf.ecaade.2011.829
wos WOS:000335665500095
summary In this paper we are to present a research, still in progress, whose main objective is the desire to develop and test an alternative method of surveying, representing and analyzing buildings that are part of a minor historical-artistic heritage. The instruments used and the proposed methodology want to give an alternative to other solutions such as 3D laser scanners and photogrammetry, which would be not only expensive, but also difficult to use in small and irregular spaces, typical of the old Italian villages. The case study that will be presented is Caporciano, a small medieval village in Abruzzo (a region at the centre of Italy), in the internal area of the region affected by a violent earth quake in 2009. This tragic event has put the spotlights on the problems and the fragility of these small villages, which represent an important local resource of cultural importance, and therefore must be preserved for the future generation. In order to properly act in these areas, it is necessary to thoroughly know the actions to be taken for its recovery or conservation, and the present methodology allows the creation of this knowledge made up of several drawings, both two-dimensional and three-dimensional.
keywords 3D survey; cultural heritage; 3d modeling; CAD; Abruzzo region
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2011_241
id sigradi2011_241
authors Granero, Adriana Edith; Brignone, Mabel Clara
year 2011
title Información Aumentada [Information Augmented]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 440-443
summary The pupil of architecture begins his formation trying to solve a problem and he proposes his first ideas from his experiences and his initial knowledge. This process meets delayed often for the accumulation of knowledge and not to be able to apply the same ones at the right time. The presentation of contents of visualization of a simultaneous way and the interaction of the user with a graphical amicable interface with playful character, stimulates to thinking and creating, his content is more attractive and his more intuitive interaction, contributes favoring the significant learning.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2011_125
id sigradi2011_125
authors Groetelaars, Natalie Johanna; Amorín, Arivaldo
year 2011
title Tecnologia 3D Laser Scanning: Características Processos e Ferramentas para Manipulação de Nuvens de Pontos [3D Laser Scanning Technology: characteristics, processes and point cloud tools]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 490-494
summary This paper presents techniques and tools to manipulate point cloud from terrestrial laser scanner. Firstly, architectural survey phases are presented, since planning and capturing point cloud of existing buildings, until processing and obtaining several products from point cloud data. Secondly, we cite and classify in four categories some point cloud software, used in laser scan survey and processing phases: (1) scan; (2) visualization; (3) processing; (4) quality inspection.
keywords 3D laser scanning technology; point cloud tools; geometrical modeling; architectural survey; computational tools
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2011_013
id caadria2011_013
authors Kozlova, Karine; Roham M. Sheikholeslami, Lyn Bartram and Robert F. Woodbury
year 2011
title Graph visualization in computer-aided design: An exploration of alternative representations for GenerativeComponentsTM Symbolic View
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 133-142
doi https://doi.org/10.52842/conf.caadria.2011.133
summary In this paper we explore graph models used to illustrate the relationships between elements of designs in computer-aided design (CAD) systems. We discuss common limitations and ways to make such representations more usable and interactive. In order to study common problems of symbolic representations in CAD systems, we conducted a survey of a number of CAD applications that employ graph representations in their interface and provided comparative analysis of the properties of graph representations in these systems. As a case study we used Bentley GenerativeComponentsTM (GC) system - a parametric CAD application that uses graph (“symbolic”) view to visualize the structure of design. We conducted series of interviews with expert GC users that revealed many limitations of the GC symbolic view. To address these limitations, we developed alternative representations of symbolic view that aim at enhancing user experience with the system and reviewed these with expert GC users. As a result of our study, we developed a set of interactive prototypes using SHriMP1 visualization tool and Processing programming language. These provide improved ways of user interaction with symbolic representation, including better readability of the graph and, as a result, an improved support for design model analysis.
keywords Graph visualization; visual interfaces; CAD systems; visual interaction; node-link diagrams
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaade2011_086
id ecaade2011_086
authors Lassance, Guilherme; Libert, Cédric; Lassance, Patricia Figueira; Feghali, Maria Elisa
year 2011
title The sensitive tower: Architectural and urban design education faced with fragile metropolitan ecologies
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.581-588
doi https://doi.org/10.52842/conf.ecaade.2011.581
wos WOS:000335665500067
summary Neighborhoods that are still outside the market target can find alternative ways of re-development. Therefore, it is necessary to design architectures compatible with their fragile ecologies. This research benefits from a previous study where we tried to observe the evolution of the uses of buildings and ways of living faced with changes in environmental conditions in a given urban context. Increased automobile traffic has led to changes in the use of residential spaces whose function was gradually replaced by commercial activities. Making use of graphic-oriented interpretation of urban ambiance and landscape analysis methodology applied to the design of different floor levels, this paper aims to introduce the concept of sensitive tower defined on the basis of observations made in our post-occupancy survey as a teaching strategy for the design studio faced with the current challenges of the contemporary metropolis.
keywords Design process; design education; contemporary metropolis; urban environment
series eCAADe
email
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