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 6993

_id b335
authors Bayle, E., Bellamy, R., Casaday, G., Erickson, T., Fincher, S., Grinter, B., Gross, B., Lehder, D., Marmolin, H., Moore, B., Potts, C., Skousen, G. and Thomas, T.
year 1998
title Putting It All Together: Towards a Pattern Language for Interaction Design Reports
source ACM SIGCHI Bulletin 1998 v.30 n.1 pp.17-23
summary Pattern languages are representations that have been used in architecture and urban design for about twenty years. They focus on the interaction between physical form and social behavior, and express design solutions in an understandable and generalizable form. But pattern languages are not simply set of patterns intended to be universally applied; instead, they are actually meta-languages which, when used in a particular situations, generate situated design languages. This report describes a CHI 97 workshop which explored the utility of pattern languages for interaction design. We discuss the workshop's rationale, the structure and process of the workshop, and some of the workshop's results. In particular, we describe some patterns developed as part of the workshop, and our consequent reflections on the use of patterns and pattern languages as lingua franca for interaction design. This report concludes with a bibliography on pattern languages and related matters that spans architecture, software design, and organizational design.
series other
last changed 2002/07/07 16:01

_id 254a
authors Belz, C., Jung, H., Santos, L., Strack, R., and Latva-Rasku, P.
year 1998
title Handling of Dynamic 2D/3-D Graphics in Narrow-Band Mobile Services
source Virtual Worlds on the Internet, IEEE Computer Society, pp. 147-156
summary The factors limiting the efficient delivery and presentation of multimedia material in the cellular environment are, among others, the low bandwidth of the transmission channel(s) and the modest capabilities of truly mobile terminals. The ACTS 1 project MObile Media and ENTertainment Services (MOMENTS) is leveraging the usage of state-of-the-art technique for the handling of vector graphics and animation contents, obtained through very low data transmission channels, in order to provide veru attractive multimedia services in that environment. This paper focuses on the achievements obtained within MOMENTS in regard to the handling of dynamic 2D/3D graphics for the projected wireless multimedia services.
series other
last changed 2003/04/23 15:14

_id 20
authors Cabezas, M., Mariano, C., MÌtolo, S., MuÒoz, P., Oliva, S. and Ortiz, M.
year 1998
title Aportes a la EnseÒanza de la ComunicaciÛn Visual (Contributions to the Teaching of Visual Communication)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 168-173
summary Going back to the proposal for the incorporation of multimid oriented towards the study of visual communication in 1st year of Architecture and Industrial Design which was presented on the 1st Seminary of Digital Graph that was held in 1997, in the FAU of UBA,it is being developed an educative programme of hypermedial character. Referring to Monge System development, it is though for the students so that they can consul and have a first contact with theoretical concepts. Through direct experience, starting from the studentís pre-existence of a lineal path from general to specific, proposing transversal perspective to start in depth conceptual contents according. Completing the traditional view of drawing by enlarging the iconicity and comprehension of a complex topic like geometry of the space.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 27
authors De Gregorio, R., Carmena, S., Morelli, R.D., AvendaÒo, C. and Lioi, C.
year 1998
title La Construccion del Espacio del Poder. Museo de la Casa Rosada (The Construction of the Space of Power. Museum of the "Casa Rosada" (Argentinean Presidential House))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 212-217
summary The present work is part of the exposition "Francesco Tamburini, La ConstrucciÛn del Espacio del Poder I", exhibited in Rivadavia Cultural Center ( Rosario city), and in Casa Rosada Museum during 1997. The Exposition is based on an investigation program of the space that involves Casa Rosada, determining this space as the first piece of its collection. In 1995, when a group of argentines where visiting the picture gallery Pianetti (Jesi, Italy) there have been found some watercolours of Francesco Tamburini (1846-1890), planner of the main faÁades of the Government and author of many works. These watercolours have great value for architecture, and unknown by public, they have been the starting point of the Exposition. Among these argentines was Roberto De Gregorio architect, historian teacher of this school of architecture, and in charge of the historical investigation. C.I.A.D.'s specific work consists in converting in digital data Casa Rosada's faÁades. The two first stages, already completed, finished on the digital data conversion of facades, in front of Plaza de Mayo and Rivadavia street, with presidential access esplanade. Actually the work is centred on the two facades left and on the elaboration of an electronic model for the edition of a CD-ROM containing the information of the exposition.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 4f90
authors Kalay, Y.E.
year 1998
title P3: Computational environment to support design collaboration
source Automation in Construction 8 (1) (1998) pp. 37-48
summary The work reported in this paper addresses the paradoxical state of the construction industry (also known as A/E/C, for Architecture, Engineering and Construction), where the design of highly integrated facilities is undertaken by severely fragmented teams, leading to diminished performance of both processes and products. The construction industry has been trying to overcome this problem by partitioning the design process hierarchically or temporally. While these methods are procedurally efficient, their piecemeal nature diminishes the overall performance of the project. Computational methods intended to facilitate collaboration in the construction industry have, so far, focused primarily on improving the flow of information among the participants. They have largely met their stated objective of improved communication, but have done little to improve joint decision-making, and therefore have not significantly improved the quality of the design project itself. We suggest that the main impediment to effective collaboration and joint decision-making in the A/E/C industry is the divergence of disciplinary `world-views', which are the product of educational and professional processes through which the individuals participating in the design process have been socialized into their respective disciplines. To maximize the performance of the overall project, these different world-views must be reconciled, possibly at the expense of individual goals. Such reconciliation can only be accomplished if the participants find the attainment of the overall goals of the project more compelling than their individual disciplinary goals. This will happen when the participants have become cognizant and appreciative of world-views other than their own, including the objectives and concerns of other participants. To achieve this state of knowledge, we propose to avail to the participants of the design team highly specific, contextualized information, reflecting each participant's valuation of the proposed design actions. P3 is a semantically-rich computational environment, which is intended to fulfill this mission. It consists of: (1) a shared representation of the evolving design project, connected (through the World Wide Web) to (2) individual experts and their discipline-specific knowledge repositories; and (3) a computational project manager makes the individual valuations visible to all the participants, and helps them deliberate and negotiate their respective positions for the purpose of improving the overall performance of the project. The paper discusses the theories on which the three components are founded, their function, and the principles of their implementation.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c125
authors LaViola, J., Holden, L.S., Forsberg, A.S., Bhuphaibool, D.S. and Zeleznik, R.C.
year 1998
title Collaborative Conceptual Modeling Using the SKETCH Framework
source Proceedings of IASTED International Conference on Computer Graphics and Imaging, 154-158
summary This paper introduces NetSketch, an application that supports distributed conceptual design by providing tools for modelessly creating, manipulating and viewing 3D models in a shared virtual space. Inherent problems exist with collaborative design tools because of the simultaneous group interaction required for users to smoothly and effectively work together in the same virtual space. With NetSketch, we provide solutions to these problems by providing a fast and direct gesture-based user interface, a set of visual effects that better enable a user's awareness of operations done by other participants, and a set of tools for enhancing visual communication between participants.
series other
last changed 2003/04/23 15:50

_id 094b
authors O´Rourke, J.
year 1998
title Computational Geometry in C
source Cambridge: Cambridge University Press
summary The first edition of this book is recognised as one of the definitive sources on the subject of Computational Geometry. In fact, O'Rourke has a long history in the field, has published many papers on the subject and is responsible for the computer graphics algorithms newsgroup which is where all computer geometers meet to discuss their ideas and problems. Typical problems discussed include how a polygon can be represented, how to calculate its area, how to detect if two polygons intersect and how to calculate the convex hull of a polygon. This leads onto more complex issues such as motion planning and seeing if a robot is able navigate from point x to point y without bumping into objects. The algorithms for these (and other) problems are discussed and many are implemented. In addition, many of the ideas are also discussed from the point of view of three and more dimensions. The only disappointment is that many problems are posed as questions at the end of the chapters and, as far as I could see, you cannot get the answers in the forms of a lecturer's supplement. This is fine in academia but not a lot of use for the commercial world. Due to the range of problems that incorporate computational geometry this book cannot be expected to answer every problem you might have. You will undoubtedly need access to other textbooks but I have been using the first edition of this book for many years and the second edition is a welcome addition to my bookshelf. If I was only allowed one computational geometry book then it would undoubtedly be this one.
series other
last changed 2003/04/23 15:14

_id 58f6
authors Pinet, Céline
year 1998
title Acadia’s Browser: A Virtual Studio, and Much More
doi https://doi.org/10.52842/conf.acadia.1998.024
source ACADIA Quarterly, vol. 17, no. 4, pp. 24-25
summary Once upon a time, in a land far, far away... Oh come on, the Netherlands isn’t that far away. Anyone familiar with the Internet knows how it can make distances become irrelevant. The site reviewed today did just that by projecting me into someone else’s classroom, across the ocean, through a virtual studio. What more - this is only one part of the site. It also contains many juicy digital drawings and explores a variety of architectural subjects.
series ACADIA
email
last changed 2022/06/07 08:00

_id 220b
authors Potier, S., Malret, J.-L-. and Zoller, J.
year 1998
title Computer Graphics: Assistance for Archaeological Hypotheses
doi https://doi.org/10.52842/conf.acadia.1998.366
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 366-383
summary This paper is a contribution to the domain of computer tools for architectural and archeological restitution of ancient buildings. We describe an application of these tools to the modeling of the 14th century AD. Thermae of Constantin in Arles, south of France. It was a diploma project in School of Architecture of MarseilleLuminy, and took place in a context defined in the European ARELATE project. The general objective of this project is to emphasize the archeological and architectural heritage of the city of Arles; it aims, in particular, to equip the museum of ancient Arles with a computer tool enabling the storage and consultation of archaeological archives, the communication of information and exchange by specialized networks, and the creation of a virtual museum allowing a redescription of the monuments and a “virtual” visit of ancient Arles. Our approach involves a multidisciplinary approach, calling on architecture, archeology and computer science. The archeologist’s work is to collect information and interpret it; this is the starting point of the architect’s work who, using these elements, suggests an architectural reconstruction. This synthesis contains the functioning analysis of the structure and building. The potential provided by the computer as a tool (in this case, the POV-Ray software) with access to several three-dimensional visualizations, according to hypotheses formulated by the architect and archaeologists, necessitates the use of evolutive models which, thanks to the parametrization of dimensions of a building and its elements, can be adapted to all the changes desired by the architect. The specific contribution of POV-Ray in architectural reconstruction of thermae finds its expression in four forms of this modeling program, which correspond to the objectives set by the architect in agreement with archeologists: (a) The parametrization of dimensions, which contributes significantly in simplifying the reintervention process of the architectural data base; (b) Hierarchy and links between variables, allowing “grouped” modifications of modelized elements in order to preserve the consistency of the architectural building’s morphology; (c) The levels of modeling (with or without facing, for example), which admit of the exploration of all structural and architectural trails (relationship form/ function); and, (d) The “model-type,” facilitating the setting up of hypotheses by simple scaling and transformation of these models (e.g., roofing models) on an already modelled structure. The methodological validation of this modeling software’s particular use in architectural formulation of hypotheses shows that the software is the principal graphical medium of discussion between architect and archaeologist, thus confirming the hypotheses formulated at the beginning of this project.

series ACADIA
email
last changed 2022/06/07 08:00

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ae5c
authors Redondo, Ernest and Sanchez, F. Xavier
year 1998
title Apprendre des machines
doi https://doi.org/10.52842/conf.ecaade.1998.208
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 208-217
summary Nous qui devons enseigner à nos élèves les techniques du dessin traditionnel avons trop souvent recours à des recettes et normes mnémotechniques venues des ateliers et studios d'art traditionnels. De telles stratégies, souvent personnelles et intransférables, s'appuyant sur de longues heures de pratique, sont difficilement assimilables pour des élèves qui ne disposent pas de tant de temps pour s'entraîner, ni d'une telle expérience perceptive; dans le meilleur des cas, il en résulte un dessin stéréotypé ou, s'il est brillant, c'est que l'élève savait déjà dessiner. Comme nous considérons que le dessin traditionnel et le CAD sont les deux outils fondamentaux qui permettent à tout architecte d'exprimer ses idées, il nous a semblé opportun de chercher les points communs entre ces deux disciplines. Dans un discours illustré de dessins d'auteurs divers, nous essaierons de démontrer comment, si nous utilisons exactement les mêmes critères que ceux qui régissent un ordinateur dans l'interprétation de ce qu'il voit, le résultat de la représentation est pleinement expressif et efficace. Si nous sommes capables de rationaliser cette méthodologie et de la transmettre à nos élèves, nous aurons répondu à notre double objectif: leur enseigner à dessiner par des techniques traditionnelles, dûment rationalisées et comprendre un peu mieux le fonctionnement des ordinateurs.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/07redondo/index.htm
last changed 2022/06/07 08:00

_id e679
authors Seichter, H., Donath, D. and Petzold, F.
year 2002
title TAP – The Architectural Playground - C++ framework for scalable distributed collaborative architectural virtual environments
doi https://doi.org/10.52842/conf.ecaade.2002.422
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 422-426
summary Architecture is built information (Schmitt, 1999). Architects have the task of restructuring and translating information into buildable designs. The beginning of the design process where the briefing is transformed into an idea is a crucial phase in the design process. It is where the architect makes decisions which influence the rest of the design development process (Vries et al., 1998). It is at this stage where most information is unstructured but has to be integrated into a broad context. This is where TAP is positioned – to support the architect in finding solutions through the creation of spatially structured information sets without impairing thereby the creative development. We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect’s work becomes one aspect of a decentralised working patterns. The software supports collaborative work with models, sketches and text messages within an uniform surface. The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series eCAADe
email
last changed 2022/06/07 07:59

_id ddss9859
id ddss9859
authors Tonarelli, P., Delaporte, J.L., Tahon, C.
year 1998
title Geographical and logistical Information System for building management
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Nowadays, most of building managers (e.g., companies, local communities, government agencies) have to face up a common set of problems. For instance, these problems are a deficient knowledge of ancient buildings and networks (e.g., gas, water), an inefficient management of green spaces, ora lack of communication between users (e.g., technical staff, suppliers, building end users). In addition, building and spaces to be managed may be shared among several distant areas. LAMIH works aim to achieve methodologies and computer tools for building management andassociated logistic. These works include two aspects we present in this paper:- a methodological one: the establishment of a project business plan, applied to building and logistic management,- a computer aspect: the design and implementation of a decision and management support system, the Geographical and Logistical Information System (G.L.I.S.). The project business plan includes the creation of a task force which has to lead the project and the description of the project plan.The G.L.I.S. is a software set which uses shared database. In particular, this set allows the different users to:- manage a patrimony as a whole, with the help of a Geographical Information System,- manage buildings and networks,- improve communication and logistic aspects with the help of a groupware tool. We present the achievement of these methodology and tools as part of a particular area: theUniversity of Valenciennes which is shared among four towns. The project takes into account existing buildings and those to be built, spaces which separates them, and the relationships betweenthe four different sites of the University. A task force is created as well as a specialised service, the Building Management Department. This department represents an interface between the task force,the LAMIH, and a centre of Information Technologies in construction (CERTIC) which is created as part of the SCENIC project (Support Centres Network for IT in Construction, Esprit project 21772).
series DDSS
last changed 2003/08/07 16:36

_id fc80
authors Ubbelohde, S. and Humann, C.
year 1998
title Comparative Evaluation of Four Daylighting Software Programs
source 1998 ACEEE Summer Study on Energy Efficiency in Buildings Proceedings. American Council for an Energy-Efficient Economy
summary By the mid-1980's, a number of software packages were under development to predict daylighting performance in buildings, in particular illumination levels in daylighted spaces. An evaluation in 1988 by Ubbelohde et al. demonstrated that none of the software then available was capable of predicting the simplest of real daylighting designs. In the last ten years computer capabilities have evolved rapidly and we have four major packages widely available in the United States. This paper presents a comparative evaluation from the perspective of building and daylighting design practice. A contemporary building completed in 1993 was used as a base case for evaluation. We present the results from field measurements, software predictions and physical modeling as a basis for discussing the capabilities of the software packages in architectural design practice. We found the current software packages far more powerful and nuanced in their ability to predict daylight than previously. Some can accurately predict quantitative daylight performance under varying sky conditions and produce handsome and accurate visualizations of the space. The programs differ significantly, however, in their ease of use, modeling basis and the emphasis between quantitative predictions and visualization in the output.
series other
last changed 2003/04/23 15:50

_id 9254
authors Wisneski, C., Ishii, H., Dahley, A., Gorbet, M., Brave, S., Yarin, B. and Yarin, P.
year 1998
title Ambient Displays: Turning Architectual Space into an Interface between People and Information
source Proceedings of International Workshop Cooperative Buildings (CoBuild '98), (Darmstadt, Germany, February 1998, pp. 22-32
summary We envision that the architectural space we inhabit will be a new form of interface between humans and online digital information. This paper discusses Ambient Displays: a new approach to interfacing people with online digital information. Ambient Displays present information within a space through subtle changes in light, sound, and movement, which can be processed in the background of awareness. We describe the design and implementation of two example Ambient Displays, the ambientROOM and Ambient Fixtures. Additionally, we discuss applications of Ambient Displays and propose theories of design of such interfaces based on our initial experiences.
series other
last changed 2003/04/23 15:50

_id bba1
authors Yau, N. and Yang, J.
year 1998
title Applying case-based reasoning technique to retaining wall selection
source Automation in Construction 7 (4) (1998) pp. 271-283
summary Case-based reasoning (CBR) approach recalls and learns from previous cases to resolve or provide recommendations for current problems. This study presents a case-based retaining wall selection system (CASTLES) in which the case base consists of 254 previous retaining wall cases in design reports in Taiwan. According to the ability of the user's input to accurately describe the characteristics of a new project and a predefined similarity function, CASTLES identifies a set of feasible retaining-wall systems from the case base. Comparing CASTLES with four actual field cases reveals that the case-based reasoning approach is highly promising for selecting retaining wall systems.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 4f8e
authors Yeung, C., Kan, C., Bradford, J. and Wong, R.
year 1998
title Campus Guided Tour VR System for the University of Hong Kong
doi https://doi.org/10.52842/conf.caadria.1998.077
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 77-82
summary Virtual Reality has been an ideal environment for visualizing three-dimensional models as well as implementing simulation systems such as flight training and surgery preparation. In such a system, the user can be familiar himself/herself with a particular environment or the procedure of a task even before going into the real site or actually performing a task. In this project, we are trying to implement a Guided Tour System inside a Virtual Reality Environment. Basically, a three-dimensional model of the campus of the University of Hong Kong will be built in the Virtual Reality Modeling Language (VRML). It is now possible to have a 3D visualization of the model in any Web browser. A non-directed graph can be built based on the 3D model with every branch representing a path, and every node represents a specific location inside the campus. Based on this graph, we can calculate all possible routes between any two nodes and deduce the shortest path between them. The guided tour system is designed in such a way that whenever the user attempts to move to a new place inside the campus, he/she will be brought to there in the quickest way automatically with just a few “mouse-click”. In this project, the Cosmo VRML player will be used as the browser’s plugin, and other associated tasks are developed in Javascript.
keywords Virtual Reality, Guided Tour
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

_id ae1b
authors Zarnowiecka, Jadwiga C.
year 1998
title Chaos, Databases and Fractal Dimension of Regional Architecture
doi https://doi.org/10.52842/conf.ecaade.1998.267
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 267-270
summary Modern research on chaos started in the 60's from an incredible finding that simple mathematical equations can model systems as complicated as waterfalls. In the 70's some scientists in the USA and in Europe started to find their way through the chaos. They were dealing with different spheres of science: mathematics, physics, biology, chemistry, physiology, ecology, economy. In the next 10 years? time the term 'chaos' has become generally known in science. Scientists gather in research groups according to their interests as to chaos and secondly according to their scientific specialities. (Gleick 1996) Objects that described chaos were irregular in shape, ripped. In 1975 Benoit Mandelbrot called them fractals. Fractal dimension that described fractal objects was also his invention. Fractal dimension is a way to measure quality: the degree of harshness, uneveness, irregularity of a given object. Carl Bovill (1996) showed how one can use fractal geometry in architecture and designing. This very fact made me try to use fractal geometry to deal with regional architecture. What or who is the degree of regionality of a given object to be for? A specially qualified person is able to state it nearly automatically. However, regionality is in some sense an unmeasurable feature. While dealing with data basis or checking particular projects, creation of procedures of automatic acquiring information concerning regionality is becoming a necessity.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/20zarnowiecka/index.htm
last changed 2022/06/07 07:57

_id sigradi2022_271
id sigradi2022_271
authors Dong, Siyu; Yan, Jingjing; Yang, Shunyi; Cui, Xiangguo
year 2022
title Light Transmittance Ceramic Design-Computation with Robotics
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 515–526
summary Building envelope design incorporates a range of light-related analyses, often providing an essential feedback loop for shaping an envelope’s performance, geometry, or components. This is true for solar radiation studies of envelopes, calculated irrespective of building material or assembly. Extending our light-related analysis to include diffuse lighting effects on a building interior presents an opportunity to explore the translucency, porosity, and forms of materials. Glazed architectural ceramic components fabricated using adaptive robotic manufacturing provide an opportunity to exploit material dynamics within the design and alleviate fabrication waste from molds, ultimately accelerating the production manufacturing system. In addition to analyzing the solar radiation on the building facade design, lighting effects can be engaged in profoundly different ways depending on the degree of design-production agency. The production process can be extended beyond automatic routines using robotic fabrication with levels of autonomous involvement that allow for alternative form expressions of the dynamic clay material. In addition to negotiating several design criteria, the design research will develop an aesthetic character originating from customized clay materials and robotic manufacturing processes for lighting transmittance architectural ceramics.
keywords Digital Fabrication, Light Transmittance, Data-Driven Fabrication, Computer Vision
series SIGraDi
email
last changed 2023/05/16 16:56

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