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

PDF papers
References

Hits 1 to 20 of 14587

_id sigradi2004_192
id sigradi2004_192
authors Adrián J. Levy
year 2004
title Espacios 4-d animados - Arquitectura de la música [4-D Animated Spaces - The Architecture of Music]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project involves the creation of an architecture of music which may be defined as a series of interdisciplinary steps which seek to generate four-dimensional virtual spaces for the materialization of music. This materialization uses music as its .genetic information ., the virtual space as its medium, and the execution time of the musical piece as the fourth dimension to a three-dimensional virtual space. Within this space, each instrument.s execution is represented by a shape whose properties undergo changes resulting from the musical information. Through the use of new Virtual Reality techniques, we will soon have the possibility to be inside the music, as a habitable place. The achievement of this project is to provide the opportunity to experience this representation through virtual animation.
keywords Architecture of music, navigable music, cyberspace, four-dimensional, animation
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2003_105
id sigradi2003_105
authors Anido, Carmen López
year 2003
title Intervenir la imagen... o el espejo mágico (Intervene the image... or the magic mirror)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary "A technology is interactive to the degree that it reflects the consequences of our actions or decisions back to us. It follows that an interactive technology is a medium through which we communicate with ourselves... a mirror" The purpose of this work is to explore the implications of interactive media through the review of "Utopía" digital, an interactive piece that explore the implied transformation of the relationship between art and audience and new forms of perception. The artists' role is to explore and at the same time, question, challenge and transform the technologies that they utilize.
keywords Interactive-art, interactividad, arte digital, utopía, imagen digital
series SIGRADI
email
last changed 2016/03/10 09:47

_id ga0236
id ga0236
authors Antonini, Riccardo
year 2002
title Shared, Collective, Generative, Dynamic Virtual Environments - Geneve
source International Conference on Generative Art
summary In this project we plan to create an experimental novel medium setup for the study of the “presence” experience in shared, collective, generative, dynamic virtual environments (GENEVEs) in order to study the cross interactions between a given GENEVE and/among its creators/users and to explore the logic of presence in each GENEVE. The new shareable / generative media will try to add personal creativity and social dimension to telefruition of contents. For the European Industry having a leading edge in the technology for hw/sw/contents for shareable novel media is both a strategic asset and a social imperative.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 328d
authors Bassanino, May Nahab and Brown, Andre
year 1999
title Computer Generated Architectural Images: A Comparative Study
doi https://doi.org/10.52842/conf.ecaade.1999.552
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 552-556
summary This work is part of a long term research programme (Brown and Horton, 1992; Brown and Nahab, 1996; Bassanino, 1999) in which tests and studies have been carried out on various groups of people to investigate their reaction to, and interpretation of different forms of architectural representation. In the work described here a range of architectural schemes were presented using particular representational techniques and media. An experiment was then undertaken on two different groups; architects and lay people. They were presented with a number of schemes displayed using the various techniques and media. The responses are summarised and some comments are made on the effect of computers on perceiving architecture and on communicating architectural ideas arising from an analysis of the responses.
keywords Subject, Image Type, Presentation Technique, Medium, SD Scales, Factors
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2015_3.394
id sigradi2015_3.394
authors Bastiani, Jamile De; Pupo, Regiane T.
year 2015
title Materialize to inform and educate
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 161-166.
summary The protection and preservation of historical heritage are important tasks for all walks of life because rebuilding the exclusionary social memory, symbolically representing the nation’s identity. From this reflection, the problem arises of how to make the people appreciate the historic buildings. The Region of Medium High Uruguay, will serve as pilot study on a method of applying to the enhancement of national heritage by the population that is through the materialization of form. It is with the help of computer modeling combined with digital prototyping that seeks to find effective alternatives that use new technologies in the upgrading of historic buildings, a form of knowledge, integration and collaboration. In many areas of knowledge, consciousness makes the human being is connected to the world through all the senses. And touch, as experimentation and understanding of space it inhabits, may be the most overlooked sense in recent informatization times. In this research, the new realization techniques used to attempt to leverage awareness and understanding of a heritage, for a population hitherto alien to the cultural and historical values of a local architecture.
keywords Materialize, Inform, Aware, Appreciation
series SIGRADI
email
last changed 2016/03/10 09:47

_id eb87
authors Bhavnani, S.K.
year 1996
title How Architects Draw with Computers: A Cognitive Analysis of Real-World CAD Interactions
source Carnegie Mellon University, School of Architecture and School of Computer Science
summary New media throughout history have passed through a period of transition during which users and technologists took many years to understand and exploit the medium's potential. CAD appears to be passing through a similar period of transition; despite huge investments by vendors and users, CAD productivity remains difficult to achieve. To investigate if history can provide any insights into this problem, this thesis begins with an examination of well-known examples from history. The analysis revealed that, over time, users had developed efficient strategies which were based on powers and limitations of tools; delegation strategies exploited powers provided by tools, and circumvention strategies attempted to overcome their limitations. These insights on efficient strategies were used to investigate the CAD productivity problem based on four research questions:

1. How do architects currently use CAD systems to produce drawings?

2. What are the effects of current CAD usage on product and performance?

3. What are the possible causes of current CAD usage?

4. What are the capabilities of the CAD medium and how can they be used efficiently?

The above four questions were addressed through the qualitative, quantitative, and cognitive analysis of data collected during an ethnographic study of architects working in their natural environment. The qualitative and quantitative analysis revealed that users missed many opportunities to use strategies that delegated iteration to the computer. The cognitive analysis revealed that missed opportunities to use such delegation strategies caused an increase in execution time, and an increase in errors many of which went undetected leading to the production of inaccurate drawings. These analyses pointed to plausible cognitive and contextual explanations for the inefficient use of CAD systems, and to a framework to identify and teach efficient CAD strategies. The above results were found to be neither unique to the CAD domain, nor to the office where the data were collected. The generality of these results motivated the identification of seven claims towards a general theory to explain and identify efficient strategies for a wide range of devices. This thesis contributes to the field of architecture by providing a detailed analysis of real-world CAD usage, and an approach to improve the performance of CAD users. The thesis also contributes to the field of human-computer interaction by demonstrating the generality of these results and by laying the framework for a general theory of efficient strategies which could be used to improve the performance of users of current and future computer applications.

series thesis:PhD
email
last changed 2003/04/15 13:36

_id af53
authors Boyer, E. and Mitgang, L.
year 1996
title Building community: a new future for architecture education and practice
source Carnegie Foundation for the Advancement of Teaching
summary Internships, before and after graduation, are the most essential link connecting students to the world of practice. Yet, by all accounts, internship is perhaps the most troubled phase of the continuing education of architects. During this century, as architectural knowledge grew more complex, the apprenticeship system withered away and schools assumed much of the responsibility for preparing architects for practice. However, schools cannot do the whole job. It is widely acknowledged that certain kinds of technical and practical knowledge are best learned in the workplace itself, under the guidance of experienced professionals. All state accrediting boards require a minimum period of internship-usually about three years-before a person is eligible to take the licensing exam. The National Council of Architectural Registration Boards (NCARB) allows students to earn up to two years of work credit prior to acquisition of an accredited degree. The Intern Development Program (IDP), launched by NCARB and the American Institute of Architects in 1979, provides the framework for internship in some forty states. The program was designed to assure that interns receive adequate mentoring, that experiences are well-documented, and that employers and interns allocate enough time to a range of educational and vocational experiences to prepare students for eventual licensure. As the IDP Guidelines state, "The shift from school to office is not a transition from theory to pragmatism. It is a period when theory merges with pragmatism.... It's a time when you: apply your formal education to the daily realities of architectural practice; acquire comprehensive experience in basic practice areas; explore specialized areas of practice; develop professional judgment; continue your formal education in architecture; and refine your career goals." Whatever its accomplishments, however, we found broad consensus that the Intern Development Program has not, by itself, solved the problems of internship. Though we found mutually satisfying internship programs at several of the firms we visited or heard about around the country, at many others interns told us they were not receiving the continuing education and experience they needed. The truth is that architecture has serious, unsolved problems compared with other fields when it comes to supplying on-the-job learning experiences to induct students into the profession on a massive scale. Medicine has teaching hospitals. Beginning teachers work in actual classrooms, supported by school taxes. Law offices are, for the most part, in a better financial position to support young lawyers and pay them living wages. The architecture profession, by contrast, must support a required system of internship prior to licensure in an industry that has neither the financial resources of law or medicine, the stability and public support of teaching, nor a network of locations like hospitals or schools where education and practice can be seamlessly connected. And many employers acknowledged those problems. "The profession has all but undermined the traditional relationship between the profession and the academy," said Neil Frankel, FAIA, executive vice president of Perkins & Will, a multinational firm with offices in New York, Chicago, Washington, and London. "Historically, until the advent of the computer, the profession said, 'Okay, go to school, then we in the profession will teach you what the real world is like.' With the coming of the computer, the profession needed a skill that students had, and has left behind the other responsibilities." One intern told us she had been stuck for months doing relatively menial tasks such as toilet elevations. Another intern at a medium-sized firm told us he had been working sixty to seventy hours per week for a year and a half. "Then my wife had a baby and I 'slacked off' to fifty hours. The partner called me in and I got called on the carpet for not working hard enough." "The whole process of internship is being outmoded by economics," one frustrated intern told us. "There's not the time or the money. There's no conception of people being groomed for careers. The younger staff are chosen for their value as productive workers." "We just don't have the best structure here to use an intern's abilities to their best," said a Mississippi architect. "The people who come out of school are really problems. I lost patience with one intern who was demanding that I switch him to another section so that he could learn what he needed for his IDP. I told him, 'It's not my job to teach you. You are here to produce.'" What steps might help students gain more satisfying work opportunities, both during and after graduation?
series other
last changed 2003/04/23 15:14

_id 4431
authors Calderaro, V. and Platone, C.
year 1986
title Information systems and internvention technologies programmed to aid the energy saving within the limits of the existing building property rescue
doi https://doi.org/10.52842/conf.ecaade.1986.192
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 192-201
summary In our national territory the rescue of the existing building property is a very important problem. For that reason, starting front the presupposition that the existing buildings, restoration finds its real achievement by means of technological and installing interventions strictly connected with the energy costs and consumptions, this study sets as a planning method on various degrees to analyze, single out and propose the possible solutions based on qualitative and quantitative researches into the thermo-physical behaviour of the above-mentioned buildings. From a research done into the principal building properties related with the different national areas we can single out significant morphological samples and typical technological structures. This first analytical study allows the singling out of significant building models on which it's possible to value the thermal behaviour and possible subsequent restoring interventions by applying computerized mathematical models or by operating diagrams deduced from them. First of all, these mathematical models for simulation allow a valuation of the main thermal parameters (dispersion both in absolute value and in volumetric factor, medium thermal transmittance (U value) of geometrical models deduced from the typical above - mentioned cases.
series eCAADe
last changed 2022/06/07 07:54

_id ce09
authors Carpenter, L.
year 1994
title The A-Buffer, an Antialiased Hidden Surface Method
source Proceedings of SIGGRAPH 94: Computer Graphics 18 no. 3: 103-108
summary The A-buffer (anti-aliased, area-averaged, accumulation buffer) is a general hidden surface mechanism suited to medium scale virtual memory computers. It resolves visibility among an arbitrary collection of opaque, transparent, and intersecting objects. Using an easy to compute Fourier window (box filter), it increases the effective image resolution many times over the Z-buffer, with a moderate increase in cost. The A-buffer is incorporated into the REYES 3-D rendering system at Lucasfilm and was used successfully in the "Genesis Demo" sequence in Star Trek II.
series other
last changed 2003/04/23 15:50

_id sigradi2010_153
id sigradi2010_153
authors Cedeño, Montaña Ricardo
year 2010
title Machinima Fictions: A Do - it - yourself Practice to Produce Animated Movies from Videogames
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 153-156
summary The mixture of playing videogames and producing movies has produced a new kind of moving image, a hybrid that, in the underground realm of videogames, has silently lured thousands to enter its territories. In the late 1990s, devoted players started to use videogame software for movie production. Their activity molded a narrative medium called ‘machinima’. Two recent productions are discussed to describe the various facets of this phenomenon in order to present the features that make up machinima and how it is relevant to popular culture.
keywords machinima, videogames, hybrid, real - time, do - it - yourself (DIY)
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2009_1012
id sigradi2009_1012
authors Celani, Gabriela; Laura Cancherini
year 2009
title Digitalização tridimensional de objetos: um estudo de caso [Scanning Three-dimensional Objects: A Case Study]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The present research is an exploratory study about medium-range 3D-scanning technologies for architectural applications. Its purpose was to gather information that will subside the future acquisition of a 3D-scanning equipment for the Laboratory for Automation and Prototyping for Architecture and Construction, LAPAC, at the University of Campinas (UNICAMP). In order to test some of these technologies, some experiments were carried out. Museum sculptures were digitized and the results were 3D-printed. Preliminary results show that accurate technologies are still very expensive, but there are some alternative, more accessible technologies, based on photogrammetry, which can lead to fairly good results.
keywords Digitalização 3D; scanner 3D; photogrametria; maquete arquitetônica.
series SIGRADI
email
last changed 2016/03/10 09:48

_id b8bc
authors Costikyan, G.
year 2000
title Where stories end and games begin
source Game Developer, Sept., 44-53
summary Every medium has been used to tell stories, says Eric Goldberg, one of my oldest friends and president of Unplugged Games. "That's true of books and theater and radio drama and movies. It's true of games as well." I have this argument all the time, and I think Goldberg's statement is balderdash. It's not true of music; music is pleasing sound, that's all. Yes, you can tell a story with music; ballads do that. So do many pop songs . Certainly some types of music -- opera, ballet, the musical -- are "story-telling musical forms," but music itself is not a story-telling medium. The pleasure people derive from music is not dependent on its ability to tell stories: Tell me the story of The Brandenberg Concertoes. Nor is gaming a storytelling medium. The pleasure people derive from games is not dependent on their ability to tell stories. The idea that games have something to do with stories has such a hold on designers' and gamers' imagination that it probably can't be expunged, but it deserves at least to be challenged. Game designers need to understand that gaming is not inherently a storytelling medium any more than is music--and that this is not a flaw, that our field is not intrinsically inferior to, say, film, merely because movies are better at story-telling. Nevertheless, there are games that tell stories--roleplaying games and graphic adventures among others -- and the intersection of game and story, the places where the two (often awkwardly) meet has bred a wide variety of interesting game styles. Examining them is useful, because doing so illuminates the differences between game and story -- and the ways in which stories can be used to strengthen (and sometimes hinder) games.
series other
last changed 2003/04/23 15:50

_id ijac20075110
id ijac20075110
authors Coyne, Richard; Lucas, Raymond; Li, Jia; Parker, Martin; Lee, John
year 2007
title Co-operation and Complicity Voices, Robots, and Tricksters in the Digital Marketplace
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 162-175
summary We advocate the theme of complicity, ahead of co-operation, as a means of understanding complex, interactive digital systems. Our case study of a market precinct known as the Barras, about one mile from the centre of the city of Glasgow, foregrounds the notion of complicity. Market places are characterized not only by co-operation in rule-governed environments, but complicity between actors as a means of breaking rules, working at the boundaries of formal frameworks, avoiding other actors, such as law enforcers, and even working with them in tacitly agreed evasion strategies. We present the human voice (as exercised in the case of market stall holders drawing attention to their wares) as a major medium of complicity. In our application of these ideas we deploy Lego Mindstorms TM RCX robot processing to explore interactions between a mobile sensing robot and simple environmental controls: movements of sliding screens in response to an autonomous mobile sensor. As well as their benign characteristics as co-operating agents, we argue for a consideration of robots as quintessential tricksters, plotting and scheming strategies of survival, evasion and opportunism. Traits that can be employed in the development of useful augmented environments.
series journal
email
last changed 2007/06/14 12:11

_id ecaadesigradi2019_250
id ecaadesigradi2019_250
authors Czyñska, Klara
year 2019
title Visual Impact Analysis of Large Urban Investments on the Cityscape
doi https://doi.org/10.52842/conf.ecaade.2019.3.297
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 297-304
summary The article presents the assessment method for large (horizontally spread) urban investment and its visual impact on the cityscape using digital analyses. The visual impact assessment is often used in relation to facilities which dominate in the cityscape, mainly tall buildings. Various studies, however, examine the impact of wide but relatively low-rising buildings and their impact on the cityscape. The article presents a methodology for the assessment of the visual impact and a case study for a building facility comprising several tightly developed and medium height blocks of buildings in a city center of a significant historical value in Gdañsk, Poland. The research has been based on the Visual Impact Size method (VIS) and a city model consisting of a regular cloud of points (Digital Surface Model). The simulation has been developed using a dedicated C++ software (developed by author). The study aimed at assessing the following: a) to what degree such an urban investment can influence the cityscape; b) how the impact can be analyzed using digital techniques, and c) what input parameters of the analysis are crucial for satisfactory accuracy of its results.
keywords digital cityscape analysis; urban skyline; large urban investments; visual impact; VIS method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id b81d
authors Davies, C. and Harrison, J.
year 1996
title Osmose: Towards Broadening the Aesthetics of Virtual Reality
source ACM Computer Graphics: Virtual Reality Volume 30, Number 4
summary Osmose is an immersive virtual environment, produced by Softimage in 1994/95. One of the primary goals of Osmose was to push the expressive capabilities of existing 3D tools, to demonstrate that an alternative aesthetic and interactive sensibility is possible for real-time, interactive, 3D computer graphics. Osmose was created under the direction of Char Davies, the Director of Visual Research at Softimage. A former painter, as well as a creator of 3D computer graphic stills, Davies has a particular artistic vision which has driven the project. Davies has been striving for years to represent space as a luminous enveloping medium. This has led her from painting to 3D computer graphics, and finally into creating immersive virtual spaces. One of Davies' intentions for Osmose was to create a space that is "psychically innovating," one in which, to quote Bachelard, participants do not change "place," but change their own nature. Osmose was therefore designed to explore the potential of immersive virtual space to allow participants to shed their habitual ways of looking at (and behaving in) the world. By doing this, we hoped they would then emerge from the virtual world to experience the real world in a fresh way, reawakening a fundamental sense of their own "being-in-the-world." We hoped that this could be accomplished through the visual, aural and interactive aesthetic of the work.
series journal paper
last changed 2003/04/23 15:50

_id 5b63
authors De Vries, Bauke
year 1996
title Communication in the building industry: a strategy for implementing electronic information
source Eindhoven University of Technology
summary Information Technology in general and electronic communication in particular influence organizational structures. New communication media will change communication processes and business processes. To be able to analyze the influences of the new communication media, a clear view is required of the information flow and the information contents during a building project. Given this view, the question can be answered whether the business process and business organization fit the actual information needs. From the information flow frequency and the information contents, the most appropriate storage structure and transfer medium can be determined. The goal of this thesis is to create a formal description of the information exchange process during a building project, to provide the clear view as stated above.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 9517
authors Deng, Z.M., Li, H., Tam, C.M., Shen, Q.P. and Love, P.E.D.
year 2001
title An application of the Internet-based project management system
source Automation in Construction 10 (2) (2001) pp. 239-246
summary The great advance in information technologies (IT) and the availability of a wide range of software in recent years have brought many changes in the construction industry. The Internet, a new member of IT, offers a medium with new opportunities to manage construction projects. This paper describes an Internet-based project management system called "Total Information Transfer System" (TITS). TITS comprises six major functions including data exchange, information exchange, Internet chat, live video-cam, search engine and auxiliary services. TITS is demonstrated for project monitoring with a real-life project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ecaade2015_119
id ecaade2015_119
authors Dokonal, Wolfgang; Knight, Michael W. and Dengg, Ernst Alexander
year 2015
title New Interfaces - Old Models
doi https://doi.org/10.52842/conf.ecaade.2015.1.101
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 101-106
summary The rapid development of new Virtual Reality (VR) devices such as the Oculus Rift and Google Cardboard together with Augmented Reality (AR) applications such as 3Dplus (by the Finnish company advice) or gaming software such as Unity3D and Unreal Engine 4 raises the question of how we can use these new interfaces and applications to access our increasingly data-rich models. In this paper we will summarise the results of a joint international workshop where students explored the use of these new interfaces on existing models. During the course of the workshop, the students built their own VR environments to test spatial perception and then used different types of housing models with these interfaces to find out what kind of information inside those data rich models is best suited to be accessed using these new interfaces. The question will be if there is any added value - besides the novelty factor - in using these new devices in combination with old models. To give an extra dimension to the virtual nature of the workshop, students collaborated with some of the tutors primarily digitally using the virtual models and other online tools (Skype/Twitter/discussion boards). By having collaboration through the medium of the virtual interactive model as the core communication method, the amount, type and methods of presenting the information is tested and evaluated. This is work in progress and we had to experience several problems that we could not overcome in the available time.
wos WOS:000372317300011
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=54a3a8e0-702c-11e5-9592-c7c2b292a6cf
last changed 2022/06/07 07:55

_id adf8
authors Donath, D., Hansen, St. and Richter, K.
year 2002
title Architectural Content System - ACS Internet Based Support for Architectural Planning Proceses
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 121-123
summary As building projects become increasingly more complex, the number of project participants increases as does their spatial distribution. An effective decentralised work process and co-operation is of increasing importance. The global computer network, the internet, has great potential and recent times have seen the development of a variety of techniques in this field. The project proposal described here is based upon this approach and also takes it a step further. A specific analysis of the subject and the subsequent identification of potential approaches formed the basis for an architectural application that brings the architect in contact with other project participants using the internet as a powerful yet simple and easy to use medium.
series SIGRADI
email
last changed 2016/03/10 09:50

_id ijac20031303
id ijac20031303
authors Donath, Dirk; Richter, Katharina; Hansen, Stefan
year 2003
title Internet based support for architectural planning processes
source International Journal of Architectural Computing vol. 1 - no. 3
summary As building projects become increasingly more complex, the number of project participants grows as does their spatial distribution. An effective decentralised work process and co-operation is of increasing importance. The global computer network, the internet, has great potential and recent times have seen the development of a variety of techniques in this field. The project described here is based upon this approach and also takes it a step further. A specific analysis of the topic and the subsequent identification of potential approaches formed the basis for an architectural application that brings the architect in contact with other project participants using the internet as a powerful yet simple and easy to use medium.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 729HOMELOGIN (you are user _anon_432859 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002