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 fda4
authors Jalkanen, Janne
year 2000
title Building a spatially immersive display - HUTCAVE
source Helsinki University of Technology, Espoo, Finland
summary A spatially immersive display is a display that surrounds the user, thus removing or alleviating many disadvantages the common virtual reality systems, such as head-mounted displays have. The most common example of these spatially immersive displays is the CAVE, "CAVE Automatic Virtual Environment", first built at University of Illinois, in 1993. It combines a large field-of-view with high-resolution images and a high frame refresh rate. In this work, the current Virtual Reality (VR) and Virtual Environment (VE) systems are examined, and then the CAVE construction is presented. Principles of stereo vision are explained and current methods of obtaining both autostereoscopic and stereopsis-based vision are reviewed. Aspects of different projection methods, screens, mirrors, projectors, tracking equipment, and computing systems are examined. Also, recent work in CAVE audio, so far neglected in research, is presented. Some of the mathematics is also explained, since in most CAVE-systems some sort of optical folding is necessary. Two cases of CAVE construction are presented, both at the Helsinki University of Technology. The first is a single-wall installation built as a temporary system, and the second is a four-sided CAVE at a new location, superseding the temporary installation. Finally the conclusions are presented, both from the process management point of view, and from the technical point of view, examining the good and bad points of the chosen solutions.
series thesis:MSc
last changed 2003/02/12 22:37

_id 8a18
authors Loose, Duane
year 2000
title 3D Studio Max 3.0 Workshop
source Hayden Books
summary 3D Studio MAX 3.0 Workshop focuses on developing the skills of beginning and intermediate 31) Studio MAX users by teaching them how to take advantage of 3the first object-oriented animation system designed for Microsoft Windows NT . Written from the point of view of a professional industrial designer, art director, animator, and design educator, this book uses a single holistic project, composed of interrelated tutorials to guide you through a professional project development process. By beginning with the end in mind, this workshop will show you how to structure your use of MAX to create professional-quality imagery using the basic tools provided in MAX. 3D Studio MAX 3.0 Workshop boosts the beginning to intermediate user to a higher level of MAX proficiency in the shortest time possible. The workshop focuses on basic principles, elements, and tools used in MAX to create models, materials, lighting, special effects, and animation; and you will learn how professionals develop CGI shots in MAX by using layers and compositing.
series other
last changed 2003/02/26 18:58

_id ga0011
id ga0011
authors Maldonado, Gabriel
year 2000
title Travels in Space and Time, Explorations of Virtual SoundScapes, Multi-dimensionalism of Digital Music
source International Conference on Generative Art
summary Composition and performance of Computer Music still keep some of the features of traditional music, together with new ones. Rhythm, melody, harmony can still be present in new paradigms (even if they are not necessarily required when dealing with computer music), but new compositional parameters are coming to light, causing the term «music» not always to be appropriate to describe new phenomena of sonic art. This paper will show some new paradigms of this kind of sonic art, as well as different view of old ones. Any past dogmas should be wiped out when dealing with digital arts. The rebellion against tonality of the first half of 20th century is surpassed now, and I believe that new music could use harmonic intervals without generating conflicts with the ideological problems which arose at that time (even if there are still many people who don’t admit it). Actually, digital domain opens a huge amount of unexplored worlds, making any past ideological dogma a prison we should free ourselves from. Nowadays, making music has many things in common with visual arts and scientific research. Many musical parameters can be applied to video arts, architecture, and vice-versa. Structure of sound has a lot of similarities with many other physical phenomena such as inner atomic structure, particle physics, astronomy, biology etc. This paper will deal with new uses and interpretations of old musical parameters (rhythm, harmony, melody) together with a presentation of some of the new ones. Debated topics are: ? Harmonic/inharmonic sounds, rhythm and melodies. The Deep Harmony (the harmony of spheres or cosmic harmony CYCLES). ? The inner structure and evolution of a single sound ? Interpretative music: Music generated by exploration of soundscapes or sonic architectures, generative processes constrained by interpreter’s gestures, state transitions between musical structures. ? Generative music: stocastic generation, algorithmic composition, levels of action. ? Music or non-music this is the problem (a terminology problem) ? Hyper-spatial music, virtual times, hyper-times. Time travels by means of sonic matter. ? Visual music. Generating 3D video by means of musical processes.    
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3888
authors Reffat, Rabee M.
year 2000
title Computational Situated Learning in Designing - Application to Architectural Shape Semantics
source The University of Sydney, Faculty of Architecture
summary Learning the situatedness (applicability conditions), of design knowledge recognised from design compositions is the central tenet of the research presented in this thesis. This thesis develops and implements a computational system of situated learning and investigates its utility in designing. Situated learning is based on the concept that "knowledge is contextually situated and is fundamentally influenced by its situation". In this sense learning is tuned to the situations within which "what you do when you do matters". Designing cannot be predicted and the results of designing are not based on actions independent of what is being designed or independent of when, where and how it was designed. Designers' actions are situation dependent (situated), such that designers work actively with the design environment within the specific conditions of the situation where neither the goal state nor the solution space is completely predetermined. In designing, design solutions are fluid and emergent entities generated by dynamic and situated activities instead of fixed design plans. Since it is not possible in advance to know what knowledge to use in relation to any situation we need to learn knowledge in relation to its situation, i.e. learn the applicability conditions of knowledge. This leads towards the notion of the situation as having the potential role of guiding the use of knowledge.

Situated Learning in Designing (SLiDe) is developed and implemented within the domain of architectural shape composition (in the form of floor plans), to construct the situatedness of shape semantics. An architectural shape semantic is a set of characteristics with a semantic meaning based on a particular view of a shape such as reflection symmetry, adjacency, rotation and linearity. Each shape semantic has preconditions without which it cannot be recognised. Such preconditions indicate nothing about the situation within which this shape semantic was recognised. The situatedness or the applicability conditions of a shape semantic is viewed as, the interdependent relationships between this shape semantic as the design knowledge in focus, and other shape semantics across the observations of a design composition. While designing, various shape semantics and relationships among them emerge in different representations of a design composition. Multiple representations of a design composition by re-interpretation have been proposed to serve as a platform for SLiDe. Multiple representations provide the opportunity for different shape semantics and relationships among them to be found from a single design composition. This is important if these relationships are to be used later because it is not known in advance which of the possible relationships could be constructed are likely to be useful. Hence, multiple representations provide a platform for different situations to be encountered. A symbolic representation of shape and shape semantics is used in which the infinite maximal lines form the representative primitives of the shape.

SLiDe is concerned with learning the applicability conditions (situatedness), of shape semantics locating them in relation to situations within which they were recognised (situation dependent), and updating the situatedness of shape semantics in response to new observations of the design composition. SLiDe consists of three primary modules: Generator, Recogniser and Incremental Situator. The Generator is used by the designer to develop a set of multiple representations of a design composition. This set of representations forms the initial design environment of SLiDe. The Recogniser detects shape semantics in each representation and produces a set of observations, each of which is comprised of a group of shape semantics recognised at each corresponding representation. The Incremental Situator module consists of two sub-modules, Situator and Restructuring Situator, and utilises an unsupervised incremental clustering mechanism not affected by concept drift. The Situator module locates recognised shape semantics in relation to their situations by finding regularities of relationships among them across observations of a design composition and clustering them into situational categories organised in a hierarchical tree structure. Such relationships change over time due to the changes taken place in the design environment whenever further representations are developed using the Generator module and new observations are constructed by the Recogniser module. The Restructuring Situator module updates previously learned situational categories and restructures the hierarchical tree accordingly in response to new observations.

Learning the situatedness shape semantics may play a crucial role in designing if designers pursue further some of these shape semantics. This thesis illustrates an approach in which SLiDe can be utilised in designing to explore the shapes in a design composition in various ways; bring designers! attention to potentially hidden features and shape semantics of their designs; and maintain the integrity of the design composition by using the situatedness of shape semantics. The thesis concludes by outlining future directions for this research to learn and update the situatedness of design knowledge within the context of use; considering the role of functional knowledge while learning the situatedness of design knowledge; and developing an autonomous situated agent-based designing system.

series thesis:PhD
email
last changed 2003/05/06 11:34

_id e978
authors [Zupancic] Strojan, Tadeja Z.
year 1999
title CyberUniversity
doi https://doi.org/10.52842/conf.ecaade.1999.196
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 196-200
summary The study of a cyberuniversity derives from an analogy between real urban space and its virtual "substitution". It represents an attempt to balance some views, which seems to be contrary, exclusive, but they are just parts of the same wholeness. Especially the notion of a cyber society is lately considered such an exaggeration, that it is possible to forget the meaning of a real life experience and interactions, which are already threatened. One should contribute to the awarness that is used in such a comparison, it is "just" an analogy, not a real similarity. At the same time it is possible to point out some limitations of a cyberspace and indicate a more realistic view of the meaning of cyber communities. Awarness of the development processes could help to find a balance between reality and virtuality, using cyberfacilities not to destroy us (our identity) but to improve the quality of our (real) life.
keywords University, Cyberuniversity, Space, Cyberspace
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id b004
authors Anders, Peter
year 2000
title Defining Architecture: Defining Information
doi https://doi.org/10.52842/conf.acadia.2000.003.3
source ACADIA Quarterly, vol. 19, no. 1, pp. 3-7
summary The rapid onset of information technologies has changed ways we do things and how we view the world. Computation already pervades many aspects of daily life through subtle augmentations and by changing our tools and our professions. Moreover, information technology accelerates the pace of our activities, its speed outstripping our capacity to digest its product. The changes brought on by this deluge force its chroniclers to create new terms. Neologisms spring up daily, often only adding to the confusion. Conversely, old terms take on new meanings. Their familiarity fading under the rush of new technologies, new disciplines. We are bombarded with a hasty terminology all delivered with the urgency – perhaps intent – reserved to advertising and propaganda.
series ACADIA
email
last changed 2022/06/07 07:54

_id ga0013
id ga0013
authors Annunziato, Mauro and Pierucci, Piero
year 2000
title Artificial Worlds, Virtual Generations
source International Conference on Generative Art
summary The progress in the scientific understanding/simulation of the evolution mechanisms and the first technological realizations (artificial life environments, robots, intelligent toys, self reproducing machines, agents on the web) are creating the base of a new age: the coming of the artificial beings and artificial societies. Although this aspect could seems a technological conquest, by our point of view it represent the foundation of a new step in the human evolution. The anticipation of this change is the development of a new cultural paradigm inherited from the theories of evolution and complexity: a new way to think to the culture, aesthetics and intelligence seen as emergent self-organizing qualities of a collectivity evolved along the time through genetic and language evolution. For these reasons artificial life is going to be an anticipatory and incredibly creative area for the artistic expression and imagination. In this paper we try to correlate some elements of the present research in the field of artificial life, art and technological grow up in order to trace a path of development for the creation of digital worlds where the artificial beings are able to evolve own culture, language and aesthetics and they are able to interact con the human people.Finally we report our experience in the realization of an interactive audio-visual art installation based on two connected virtual worlds realized with artificial life environments. In these worlds,the digital individuals can interact, reproduce and evolve through the mechanisms of genetic mutations. The real people can interact with the artificial individuals creating an hybrid ecosystem and generating emergent shapes, colors, sound architectures and metaphors for imaginary societies, virtual reflections of the real worlds.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 9638
authors Aouad, G, M, Ormerod, M., Sun, M., Sarshar, P. Barrett, P. and Alshawi, M.
year 2000
title Visualisation of construction information: A process view
source CIDAC, Volume 2 Issue 4 November 2000, pp. 207-215
summary This paper addresses the issue of information visualisation within the context of business process integration. Visual technologies offer appropriate information interfaces that facilitate the integration of mainstream construction applications. This paper assesses the needs of visualisation by the construction sector. It then describes recent developments in the areas of 4/5 dimensional modelling. This paper also investigates the state of maturity and uptake of these technologies by the industry. Following this, the results of various projects conducted by Salford within the area of information visualisation are presented. The paper concludes with a set of recommendations for the better use of visual technologies by the construction sector.
keywords 4D, Construction Process, Maturity, Virtual Reality, Visualisation, Uptake
series journal paper
last changed 2003/05/15 21:23

_id 090f
authors Barbosa, Adriana Simeone
year 2000
title Trocando Cidades pela Internet ou Experimentando As Cidades Invisíveis (Exchanging Cities Through the Internet or Experiencing the Invisible Cities)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 149-151
summary This paper proposes a dialogue between the poetic notes in As Cidades invisíveis by Italo Calvino and the possibility of experimenting the exchange of different urban realities on the internet. In order to develop this idea it seems adequate to create a website to promote this interchange of cities or the interchange of visions of cities all over the world from the point of view of web users through their statements, photos, sounds, impressions and any fragments that will express their personal readings. It will be possible not only to think their experience of city as well as investigating it from an individual and collective point of view, of the native and of the visitor, but also discuss new means of exchange of information, visual or verbal, in this specific work, about cities, provided by web technology which gets more and more available.
series SIGRADI
email
last changed 2016/03/10 09:47

_id e894
authors Blanco, Constanza
year 2000
title Un proyecto de gestión. La digitalizacion de los edificios escolares del Gobierno Autonomo de la Ciudad de Buenos Aires. (A management project. The Digitalization of School Buildings of the Autonomous Government of the City of Buenos Aires)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 185-187
summary The operation target, of digital school building plans recording, in the area of the Education Secretary of Buenos Aires City, is to survey, organize and create the connectivity into a single database, for a great number of graphic and non graphic documents. The information stocked in vellum, paper, and blueprints, on different scales and formats, has been collected, classified and checked. A skillful cad operator staff, in a prolific environment generated by codes, rules and helped by several particular tools which include macros, routines and libraries, is doing the production of drawings. All the documents and their parent information, from any kind of source, establish the core of an important database. The new information scope has the flexibility and accessibility required for a permanent data updating and extension.
series SIGRADI
email
last changed 2016/03/10 09:47

_id eabb
authors Boeykens, St. Geebelen, B. and Neuckermans, H.
year 2002
title Design phase transitions in object-oriented modeling of architecture
doi https://doi.org/10.52842/conf.ecaade.2002.310
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. 310-313
summary The project IDEA+ aims to develop an “Integrated Design Environment for Architecture”. Its goal is providing a tool for the designer-architect that can be of assistance in the early-design phases. It should provide the possibility to perform tests (like heat or cost calculations) and simple simulations in the different (early) design phases, without the need for a fully detailed design or remodeling in a different application. The test for daylighting is already in development (Geebelen, to be published). The conceptual foundation for this design environment has been laid out in a scheme in which different design phases and scales are defined, together with appropriate tests at the different levels (Neuckermans, 1992). It is a translation of the “designerly” way of thinking of the architect (Cross, 1982). This conceptual model has been translated into a “Core Object Model” (Hendricx, 2000), which defines a structured object model to describe the necessary building model. These developments form the theoretical basis for the implementation of IDEA+ (both the data structure & prototype software), which is currently in progress. The research project addresses some issues, which are at the forefront of the architect’s interest while designing with CAAD. These are treated from the point of view of a practicing architect.
series eCAADe
email
last changed 2022/06/07 07:52

_id 4cc0
authors Bouchlaghem, N., Khosowshahi, F. and White, J.
year 2000
title Virtual reality as a visualisation tool: Benefits and constraints
source CIDAC, Volume 2 Issue 4 November 2000 pp. 216-224
summary The benefits and applications of virtual reality (VR) in the construction industry have been investigated for almost a decade. However, the practical implementation of VR in the construction industry has yet to reach maturity owing to technical constraints. The need for effective information management presents challenges: both transfer of building data to, and organisation of building information within, the virtual environment require consideration. This paper reviews the applications and benefits of VR in the built environment field and reports on a collaboration between Loughborough University and South Bank University to overcome constraints on the use of the overall VR model for whole lifecycle visualisation. The work at each research centre is concerned with an aspect of information management within VR applications for the built environment, and both data transfer and internal data organisation have been investigated. In this paper, similarities and differences between computer-aided design (CAD) and VR packages are first discussed. Three different approaches to the creation of VR models during the design stage are identified and described, with a view to providing sharing understanding across the interdiscipliary groups involved. The suitable organisation of building information within the virtual environment is then further investigated. This work focused on the visualisation of the degradation of a building, through its lifespan, with the view to provide a visual aid for developing an effective and economic project maintenance programme. Finally consideration is given to the potential of emerging standards to facilitate an integrated use of VR. The convergence towards similar data structures in VR and other construction packages may enable visualisation to be better utilised in the overall lifecycle model.
keywords Virtual Reality, Information Management, Data Exchange, 3D Modelling, 4D Visualisation
series journal paper
last changed 2003/05/15 21:23

_id ac81
authors Brown, A.G.P.
year 1991
title Review of Building IT 2000
doi https://doi.org/10.52842/conf.ecaade.1991.x.q2c
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary Building IT2000 is a Building and Information Technology database which is presented in Hypertextformat. Its production has been co-ordinated by the CICA (the Construction Industry Computer Association), an independent association serving the needs of computer users, specifiers and suppliers in the Construction Industry. The stack is a collection of structured information prepared by a group of experts in computing and the construction industry. As such it represents an interesting advance from two points of view: (1.) It is a valuable source of information in its own right. It could provide a resource for students of architecture which could be used as a self-teaching package. (2.) It points a possible way forward for the development of similar hypertext based teaching packages which could be developed by academics within the European teaching community.
series eCAADe
email
more http://www.mediatecture.at/ecaade/91/brown.pdf
last changed 2022/06/07 07:50

_id b037
authors Brusasco, P.L., Caneparo, L., Carrara, G., Fioravanti, A., Novembri, G. and Zorgno, Anna Maria
year 2000
title Computer Supported Design Studio
source Automation in Construction 9 (4) (2000) pp. 393-408
summary The paper presents the ongoing experimentation of a Computer Supported Design Studio (CSDS). CSDS is part of our continuing effort to integrate computers and networks in the design studio. We recognise three corner stones to CSDS: memory, process and collaboration. They offer a framework for the interpretation of the pedagogical aspects of the teaching of architectural design in relation to the innovations produced by information and communication technologies. The theme of the 1998 CSDS is a railway station in Turin, Italy, to be incorporated in a reorganised rail transport system. The choice of this theme emphasises the realistic simulation aspects of the studio, where technical problems need to be interpreted from an architectural point of view.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_id 9d16
authors Chan, Chiu-Shui
year 2000
title A Virtual Reality Tool to Implement City Building Codes on Capitol View Preservation
doi https://doi.org/10.52842/conf.acadia.2000.203
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 203-209
summary In urban planning, the urban environment is a very complicated system with many layers of building codes cross-referenced and interacting together to guide urban growth. Especially, if a new urban design is located in a historical area, additional restrictions will be imposed upon regular zoning regulations to maintain the area’s historical characteristics. Often, urban regulations read as text are difficult to understand. A tool that generates adequate urban information and a quick visualization of the design will ease decision-making and enhance urban design processes. The goal of this research project is to develop a virtual reality (VR) tool with high resolution, speedy computation, and a userfriendly environment. This project initiates an interactive visualization tool to enforce city-planning regulations on viewing access to the state capitol building in Des Moines, Iowa. The capitol building houses the Iowa Legislature and is a symbol of state power. Maintaining the view from surrounding areas will preserve the building’s monumental and symbolic meaning. To accomplish this, the City Community Development Department and the Capitol Planning Committee developed a Capitol View Corridor Project, which sets up seven visual corridors to prevent the view toward the capitol from being blocked by any future designs. Because city regulations are not easy for the public and designers to interpret and comprehend, this project intends to develop a VR tool to create a transparent environment for visualizing the city ordinances.
series ACADIA
last changed 2022/06/07 07:56

_id 1fab
authors Chan, Dean
year 2000
title A Palladian View: An attempt at understanding his methodology
source University of Waterloo, Independent Studies Thesis
series thesis:PhD
last changed 2003/02/12 22:37

_id 976f
authors Cheng, Nancy and Kvan, Thomas
year 2000
title Design Collaboration Strategies
source Proceedings of the Fifth International Conference on Design and Decision Support Systems in Architecture, pp. 62-73
summary This paper explains the logistical and technical issues involved in design collaboration and how to address them strategically in projects for design, teaching and research. Five years of arranging projects, studying peer results and involving novices in exchanges point out the benefits and pitfalls of Internet partnering. Rather than a single universal technical solution, multiple solutions exist: Technical means must be tailored to specifics concerning the task and participants. The following factors need to be considered in finding the best fit between technology and group design: 1) Collaboratorsí profiles, 2) Mutual value of produced information, 3) Collaboration structure, and 4) Logistical opportunities. The success of a virtual studio depends upon clear task definition, aligned participant expectations and suitable engagement methods. We question the efforts required in the installation of expensive technologies for communication and visualization. Often technical systems support ancillary and non-beneficial activity.
series other
email
last changed 2003/05/15 10:29

_id ddssar0005
id ddssar0005
authors Cheng, Nancy Yen-wen and Kvan, Thomas
year 2000
title Design collaboration strategies
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary How can we best use computer technology to facilitate remote design teamwork? From looking at virtual studio collaborations, we propose that multiple solutions exist rather than a single one. In examining both published results and own student projects, we identify the following factors to be considered in finding the best fit between technology and group design: 1) Collaborators’ profiles; 2) Mutual value of produced information; 3) Collaboration structure and 4) Logistical opportunities
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

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