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

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_id 7793
authors Montañez, Darién
year 2001
title TESIS: ARQ.PMA.76/00 (Thesis: ARQ.PMA.76/00)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 13-15
summary Chaos and disorder are adjectives repeated ad nauseam in contemporary discussions on the City of Panama and its architecture. This study intends to find an order in this apparent chaos and chart the development of Panamanian Architecture during the last 25 years. Going beyond the expected list of every important building of the period, we offer a vision of Architecture as a blob generated by these milestones and that envelops them, moving and changing shape with time. This fluctuating form, which is the Architecture of Panama from 1976 to 2000, is generated by using a Style Vs. Time graph, a diagram that allows us to plot each building according to its “style”.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 4f23
authors Dieberger, Andreas
year 1994
title Navigation in Spatial Information Environments: User Interface Design Issues for Hypertext and VR Systems Posters
source Proceedings of the ECHT'94 European Conference on Hypermedia Technologies 1994
summary The Information City project (presented in a poster at Hypertext 93) uses the spatial user interface metaphor of a city to organize and navigate large collections of hypertextual information. As we are used to navigate real life cities the city metaphor -- enriched with magic features -- should help to navigate information structures. A first implementation of the Information City was started in a MUD system. MUDs are networked multi-user text-adventure games which usually make use of a house / city metaphor. MUDs are conceptually similar to hypertext systems and navigational findings in those systems are therefore relevant also to hypertext. While implementing the first parts of the city research into navigation in MUDs was found necessary. This poster presents some results of this navigational study and describes how knowledge in the domains of architecture and city-planning can be used to design an easy to navigate virtual city. Highlights of the results concern magic features and collaboration. Magic features extend the spatial metaphor beyond typical properties of space. An example is the hypertext link which allows tunneling through the spatial structure. Other results concern the richness of spaces (or space-descriptions) and communication between users. It seems the chief benefit of the spatial metaphor of the city is in communication about spatial relationships of information. The findings probably are valuable in designing any information system using spatial metaphors. They are especially useful for hypertext systems realized in some virtual environment -- be it a MUD or an immerse virtual reality system.
series other
last changed 2002/07/07 16:01

_id caadria2006_397
id caadria2006_397
authors MOHAMED ALAA MANDOUR
year 2006
title SPATIALITY AND VIRTUALITY: "Perception Virtual Urban Environments"
doi https://doi.org/10.52842/conf.caadria.2006.x.x5a
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 397-404
summary This paper explores how the notions of SPATIALITY `public space’ can inform the debate over VIRTUALITY "electronic media". It examines the metaphorical adoption of urban models to look at electronic sociality and suggests approaches: suburbanized telecities, communitarian visions and accounts that appeal to a renewed public sphere. However, instead of trying to shift these metaphors by contrasting them to a purported real world, the paper examines how they shape an electronic architecture. In this sense, the `real’ city is the indefinable complexity and folding of spaces-lying outside the visualizations offered of cyberspace.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2012_382
id sigradi2012_382
authors Pantaleão, Sandra Catharinne
year 2012
title Do espaço à espacialidade: a dimensão temporal na arquitetura contemporânea [From to space for spatiality: the temporal dimension in the contemporary architecture]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 513-516
summary Flows systems and network have been interfered the cities’ organization in the last thirty years, affecting its infrastructure, size and people’s concentration. Furthermore, ideas about chaos and fragment are contributing to urban dispersion. Among urban theorists, Rem Koolhaas establishes a set of metaphors when talks about the contemporary city and its architecture. This is analysed by its scale, considering the bigness instead the form-function for to characterizing the generic city. Its architecture is immersed on the congestion culture: he considers the urban dispersion and concentration adding informational technologies as condition metropolitan and sociocultural to produce architecture.
keywords Rem Koolhaas; cidade genérica; redes e fluxos informacionais; arquitetura contemporânea; junkspace
series SIGRADI
email
last changed 2016/03/10 09:57

_id 10ba
authors Tournay, Bruno
year 1999
title The Software Beats the Hardware
doi https://doi.org/10.52842/conf.ecaade.1999.074
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 74-79
summary The paper is based on ongoing reflections concerning the importance of information technology in architecture. Such reflections are necessary to develop research concerning the use of information technology in architectural design, so as to shift the focus from purely technological development to an actual field of research. The result of these reflections to date suggests that research into the significance of information technology in architecture must go via sociological research on the subject, since information technology has become a social factor. The central element in such research will be to identify and specify how the virtual world which is developing can be articulated in relation to the physical world. One of the ways of doing this is to use metaphors.
keywords 3D City modeling
series eCAADe
email
last changed 2022/06/07 07:57

_id 2006_758
id 2006_758
authors Ucelli, Giuliana; Giuseppe Conti; Stefano Piffer; Gabrio Girardi and Raffaele De Amicis
year 2006
title Virtual Walk in a Lost Built Environment using Immersive Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2006.758
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 758-762
summary This paper illustrates the methodology, technological solutions and interaction metaphors chosen for the development of a 3D immersive Virtual exhibition that aims at enriching the visit of an important part of the historical cultural heritage of the city of Trento, in Italy. The goal of this work, supported by the local authority for Cultural Heritage, was to implement a user friendly virtual environment, which could show to the visitors the significance of the archeological findings of the ancient Roman town of Tridentum, despite the peculiarity of the site’s premises, located below a square among a theatre foundations. Outcomes of the research work are a high-quality and scientifically correct reconstruction of the Roman town in various historical eras, thanks to fruitful interaction with archeologists, and the development of an ad-hoc user-friendly immersive virtual environment implementing a customized interaction metaphor for the fruition of the virtual reconstruction. The developed interface allows users speaking different languages to share simultaneously the experience of virtual tours across time using a joystick. The whole environment has been developed to become a permanent virtual exhibition in the premises of the archeological site.
keywords Virtual Reality; Cultural Heritage; User Interfaces
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia11_40
id acadia11_40
authors Weinstock, Michael
year 2011
title The Architecture of Flows: Integrated Infrastructures and the ‘Metasystem’ of Urban Metabolism
doi https://doi.org/10.52842/conf.acadia.2011.040
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 40-43
summary The traditional approach to urban design studies has been based on what can be described as a generalised anatomical model, e.g., functional zoning coupled to metaphors such as green areas serving as the ‘lungs’ of cities. Despite the frequent use of biological metaphors, urban design has generally proceeded from an understanding of cities as static arrays of buildings and infrastructures that exist in, but are distinct from, stable environments. But this approach does not reflect the dynamic systems of cities throughout history, nor their close coupling to the dynamics of their local environment, climate and ecology, and now the global dynamics of culture and economy. The limitations of this approach, in which cities are treated as discrete artefacts, rather than nodes interconnected by multiple networks, are compounded by the legal and regulatory boundary of the city usually being defined as an older core, so that cities are regarded as something quite separate from their surrounding territory. All cities have administrative boundaries, but cities are very rarely either physically or energetically contained within those administrative boundaries. In the past, cities gathered most of the energy and materials they needed from their immediate local territory, and trade linked systems of cities across whole regions. The growth and vitality of many cities are no longer dependent on the spatial relationship with their immediate environs but on the regional and global flows of resources. The flow of materials, information and energy through cities comes from far outside their physical and regulatory (municipal) boundaries. Cities now extend their metabolic systems over very great distances, so that the extended territory of the urban metabolism of a city and its geographical ‘place’ are often completely decoupled.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:58

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
doi https://doi.org/10.52842/conf.caadria.2000.491
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 491-500
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
last changed 2022/06/07 07:54

_id aa83
authors Aho, Alfred V., Hopcroft , John E. and Ullman, Jeffrey D.
year 1976
title The Design and Analysis of Computer Algorithms
source x, 470 p. : ill Reading, Massachusetts: Addison-Weslely Pub. Co., 1976. includes bibliography: p. [452]-462 and index.
summary A text book for a first course in design and analysis of algorithms. The emphasis is on ideas and ease of understanding rather then on implementation details or programming tricks. It starts with formulating several models that include random access register machine, random access stored program machine and variants of these, so one can establish analytical results and at the same time accurately reflect on the salient features of real machines
keywords algorithms, programming
series CADline
last changed 2003/06/02 13:58

_id 186e
authors Blinn, J.F. and Newell, M.E.
year 1976
title Texture and Reflection in Computer Generated Images
source Communications of the ACM 19 10 542-547
summary In 1974 Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models. The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The intensity of the pattern at each picture element is computed as a weighted average of regions of the pattern definition function. The shape and size of this weighting function are chosen using digital signal processing theory. The patch rendering algorithm allows accurate computation of the surface normal to the patch at each picture element, permitting the simulation of mirror reflections. The amount of light coming from a given direction is modeled in a similar manner to the texture mapping and then added to the intensity obtained from the texture mapping. Several examples of images synthesized using these new techniques are included.
series journal paper
last changed 2003/11/21 15:16

_id 62c4
authors Blinn, James F. and Newell, Martin E.
year 1976
title Texture and Reflection in Computer Generated Images
source communications of the ACM October, 1976. vol. 19: pp. 542-547 : ill. (col.). includes bibliography.
summary In 1974 Catmull developed a new algorithm for rendering images of bivariate surface patches. This paper describes extensions of this algorithm in the areas of texture simulation and lighting models. The parametrization of a patch defines a coordinate system which is used as a key for mapping patterns onto the surface. The intensity of the pattern at each picture element is computed as a weighted average of regions of the pattern definition function. The shape and size of this weighting function are chosen using digital signal processing theory. The patch rendering algorithm allows accurate computation of the surface normal to the patch at each picture element, permitting the simulation of mirror reflections. The amount of light coming from a given direction is modeled in a similar manner to the texture mapping and then added to the intensity obtained from the texture mapping. Several examples of images synthesized using these new techniques are included
keywords algorithms, computer graphics, shading, hidden surfaces, texture mapping, curved surfaces, rendering
series CADline
last changed 2003/06/02 13:58

_id ecaade2014_113
id ecaade2014_113
authors Burak Pak and Johan Verbeke
year 2014
title ICT-enabled Civic Empowerment and Participation: in Design, through Design
doi https://doi.org/10.52842/conf.ecaade.2014.1.089
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 89-97
summary This paper aims to discuss the potentials of novel modes of participatory design in relation to the latest developments in Information and Communication Technologies (ICT). The first part of the study involves the extraction of the basic principles from the extraordinary cases of the Medical Faculty Housing by Lucien Kroll (1976) and Cedric Price's Fun Place (1965) in which various forms of ICT-enabled participation were conceived. In the second part, we reframe the existing ICT tools and strategies and elaborate their potentials to support the modes of participation performed in these two cases. As a result, by distilling the created knowledge, we introduce a model of ICT-enabled design participation which exploits a set of collective action tools to support sustainable ways of self-organization and bottom-up design.
wos WOS:000361384700008
keywords Participatory architectural design; crowdsourcing; crowdfunding; self-organization
series eCAADe
email
last changed 2022/06/07 07:54

_id 2866
authors Clark, James H.
year 1976
title Hierarchical Geometric Model for Visible Surface Algorithms
source communications of the ACM. October, 1976. vol. 19: pp. 547-554 : ill. includes bibliography
summary The geometric structure inherent in the definition of the shapes of three-dimensional objects and environments is used not just to define their relative motion and placement, but also to assist in solving many other problems of systems for producing pictures by computers. By using an extension of traditional structure information, or a geometric hierarchy, five significant improvements to current techniques are possible. First, the range of complexity of an environment is greatly increased while the visible complexity of any given scene is kept within a fixed upper limit. Second, a meaningful way is provided to vary the amount of detail presented in a scene. Third, 'clipping' becomes a very fast logarithmic search for the resolvable parts of the environment within the field of view. Fourth, frame to frame coherence and clipping define a graphical 'working set,' or fraction of the total structure that should be present in primary store for immediate access by the visible surface algorithm. Finally, the geometric structure suggests a recursive descent, visible surface algorithm in which the computation time potentially grows linearly with the visible complexity of the scene
keywords hidden lines, hidden surfaces, data structures, clipping, geometric modeling, algorithms, computer graphics
series CADline
last changed 2003/06/02 13:58

_id cf2009_poster_27
id cf2009_poster_27
authors Do, Ellen Yi-Luen
year 2009
title Towards A Smart Living Environment: Happy Healthy Living With Ambient Intelligence and Technology
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Achieving wellness is a Grand Challenge. We are concerned about the quality of life for ourselves and for our society. As human beings we want to develop and cultivate our untapped potential for a happy, healthy, creative and fulfilling life. Technological innovation may be just the key to unlock human potential for the Holy Grail of wellness. Wellness has multiple dimensions: physical, emotional, occupational, social, intellectual and spiritual (Hettler 1976). Below we briefly describe interesting design computing projects employing technological innovations to contribute toward a smart living environment for wellness.
keywords Ambient, intelligence, ubiquitous computing, smart living
series CAAD Futures
type poster
email
last changed 2009/07/08 22:11

_id 4d59
authors Greer, Kenneth
year 1976
title SPACS : Graphics Editor
source July, 1976. 22 p. : ill. includes index
summary SPACS is an interactive graphics editor for use with a stylus/tablet input device in conjunction with a graphics display terminal. SPACS is well suited for making tables, flow charts, logic diagrams, and other similar schematic diagrams. The user may ultimately obtain a hard copy of her work via the Xerox Graphic Processor (XGP). SPACS is composed of a large PDP-11 program, where the picture processing is performed, and a SAIL program on the PDP-10, which acts as an I/O link for saving and retrieving files. In addition there is another SAIL program for creating image files for the XGP
keywords computer graphics, programming, software
series CADline
last changed 1999/02/12 15:08

_id 01ed
authors Haberman, N. and DeWayne, M.C.
year 1976
title ADA for Experienced Programmers
source Reading, MA: Addison-Wesley
summary A unique presentation of Ada, the powerful programming language sponsored and championed by the Department of Defense, and mandated to be used for developing all mission-critical software to used by the U.S. Armed Forces. This text is offered to experienced programmers, who most often lack the resources to learn a new language: either the existing texts are too simple, designed for beginners, or the texts are of reference quality, designed to be of use to users with extensive experience "behind the wheel," so to speak. Contains sample situations and study questions to help learners absorb Ada concepts.
series other
last changed 2003/04/23 15:14

_id 8f1d
authors Herot, C.
year 1976
title Graphical Input Through Machine Recognition of Sketches
source Computer Graphics, SIGGRAPH Quarterly Report, Vol. 10, No. 2
summary A family of programs has been developed to allow graphical input through continuous digitizing. Drawing data, sampled at a high and constant rate, is compressed and mapped into lines and splines, in two and three dimensions. This is achieved by inferring a particular user's intentions from measures of speed and pressure.Recent experiments have shown that even the most basic inference making cannot rely solely upon knowledge of the user's drawing style, but needs additional knowledge of the subject being drawn, the protocols of its domain, and the stage of development of the user's design. This requirement implies a higher level of machine intelligence than currently exists. An alternate approach is to increase the user's involvement in the recognition process.Contrary to previous efforts to move from sketch to mechanical drawing without human intervention, this paper reports on an interactive system for graphical input in which the user overtly partakes in training the machine and massaging the data at all levels of interpretation. The initial routines for data compression employ parallel functions for extracting such features as bentness, straightness, and endness. These are planned for implementation in microprocessors.Results offer a system for rapid (and enjoyable) graphical input with real-time interpretation, the beginnings of an intelligent tablet.
series report
last changed 2003/04/23 15:50

_id 266a
authors Klinger, Allen and Dyer, Charles R.
year 1976
title Experiments on Picture Representation Using Regular Decomposition
source Computer Graphics and Image Processing. 1976. vol. 5: pp. 68-105 : ill. includes bibliography
summary The problem of building a computer-searchable data representation for a complex image and the effect of representation on algorithms for scene segmentation into regions is considered. A regular decomposition of picture area into successively smaller quadrants is defined, which involves logarithmic search. This hierarchical search and resulting picture representation are shown to enable rapid access of image data without regard to position, efficient storage, and approximate structural descriptions of constituent patterns. Examples involving solid geometrical objects and alphabetic characters are given
keywords algorithms, image processing, search, decomposition
series CADline
last changed 2003/06/02 13:58

_id fb37
authors Knight, T.
year 1999
title Applications in architectural design and education and practice
source Report for the NSF/MIT Workshop on Shape Computation, Cambridge, Mass., 25-26 April 1999
summary Shortly after shape grammars were invented by Stiny and Gips, a two part project for shape grammars was outlined by Stiny. In a 1976 paper,1 Stiny described "two exercises in formal composition". These simple exercises became the foundation for the many applications of shape grammars that followed, and suggested the potential of such applications in education and practice. The first exercise showed how shape grammars could be used in original composition, that is, the creation of new design languages or styles from scratch. The second exercise showed how shape grammars could be used to analyze known or existing design languages. Both exercises illustrated the unique characteristics of the shape grammar formalism that helped motivate a quarter century (almost!) of shape grammar work. General but simple, formal yet intuitive: qualities that continue to make shape grammar disciples and confound skeptics. The history of shape grammar applications in architecture and the arts for the two complementary purposes of synthesis and analysis, as well as for a third, joint purpose is sketched in the first section of this report. These three categories of applications do not have rigid boundaries. They are used in this report mostly as a framework for discussion. An overview of the roles of shape grammar applications in education and practice is given in the second section. New and ongoing issues concerning shape grammars in education and practice are discussed in the last section.
series report
last changed 2003/04/23 15:50

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