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 3948

_id 2a2d
authors Baesler, F.A., Sepúlveda, J., Thompson, W., García, R.A., Pezo, M.B. and Rodríguez, P.M.
year 2001
title EL USO DE SIMULACIÓN EN EL ANÁLISIS DEL FLUJO DE PACIENTES EN SISTEMAS DE SALUD (The Use of Simulation in the Analysis of the Flow of Patients in Health Systems)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 86-88
summary This paper presents the results of three research projects developed by the authors oriented to the use of simulation as a tool for process improvement at the emergency room and cancer treatment center of the Orlando Regional Health Care Systems Hospital in the USA. The results obtained showed that simulation is as powerful tool for reducing patients waiting time. A second phase of this study presents the idea of integrating simulation and virtual reality techniques. This methodology would allow to explore digitally new alternatives for architectonic design linked to the development of activities over time.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 7ff9
authors Choi, J.-W., Lee, H.-S., Hwang, J.-E. and Kim, M.-J.
year 2001
title The Wooden Construction data modeling of korean traditional architecture - Focused on the structure of Gongpo in Buseoksa MuRyangsujun
doi https://doi.org/10.52842/conf.caadria.2001.265
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 265-274
summary Finding national identities from its traditional heritages might be an important research issue especially for Asian architects and researchers. Nevertheless, it is noticed that the structure of Korean traditional architecture has not been fully explored in a systematical or computational manner and its information is not shared efficiently. This study thus explores a computational way of structuring construction knowledge and building information of Korean traditional architecture.Ý To do this, we select a well-known old temple building, Buseoksa Muryangsujun, one of the oldest Buddhist temple in Korea, as a prototype. We first build an accurateÝ three-dimensional model of the building with an aid of a traditional building expert, categorize its building components, and then analyze their connectivity and the connectivity patterns and rules by especially focusing on the capital order system, called Gongpo. The result of the study shows several schema diagrams representing the wooden construction data model carefully designed for an intelligent building simulation and generative system that will be developed in the near future.Ý The paper also demonstrates a way of computationally describing some shape grammars that explain the components' connectivity.
series CAADRIA
email
last changed 2022/06/07 07:56

_id b111
authors De Vries, B., Achten, H.H., Coomans, M.K.D., Dijkstra, J., Fridqvist, S., Jessurun, A.J., Van Leeuwen, J.P., Orzechowski, M.A., Saarloos, D.J.M., Segers, N.M. and Tan, A.A.W.
year 2001
title VR-DIS Research Programme Design Systems group
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 795-808
summary This paper presents a summary of all on-going projects within the VR-DIS research programme at Eindhoven University of Technology.
keywords Interactive Design System, Distributed Multi Disciplinary Design, Interactive Measurement Of User Reactions
series CAAD Futures
email
last changed 2006/11/07 07:22

_id maver_092
id maver_092
authors Jarvis, G., Ennis, G., Maver, T. and Lindsay, M.
year 2001
title Glasgow 2000 - Interactive history of the development of Glasgow and the surrounding area covering the last 2000 years
source CD-ROM
series other
email
last changed 2003/09/03 15:01

_id 1a29
authors Kim, M.-J., Lee, H.-S., Choi, J.-W., Cho, M.-E. and Kim, H.-K.
year 2001
title A conceptual framework of virtual workplace for collaborative design
doi https://doi.org/10.52842/conf.caadria.2001.299
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 299-303
summary Designing is the combined efforts of various professions such as architects, clients, engineers and interior designers. Collaboration is a crucial element to the design process. We identify design activities and communication types in design processes. In accordance with these identifications, this paper discusses design of virtual workplace required for collaborative design process between various professions. In this paper, areas of the virtual workplace are divided into several territories.
series CAADRIA
last changed 2022/06/07 07:52

_id a43f
authors Krawczyk, Robert J.
year 2001
title The art of spirolateral reversals
source Journal of Mathematics & Design, V. W. Spinadel, Centre of Mathematics & Design, Facultad de Arquitectura, Diseño y Urbanismo; Universidad de Buenos Aires. Ciudad Universitaria. M&D Editorial Board. Buenos Aires. March 2001
summary This paper continues an investigation into spirolaterals as geometry to generate artistic forms of unexpected complexity and beauty. This particular phase will concern the two dimensional representations of spirolaterals and its forms based on reversals of turns. Using mathematical and computer-based methods, issues of closure, variation, enumeration, and predictictability are discussed. The overriding interest in this research is to develop methods and procedures to investigate geometry for the purpose of inspiration for new architectural and sculptural forms.
series journal paper
email
last changed 2003/04/23 15:50

_id 470c
authors Kuenstle, Michael W.
year 2001
title COMPUTATIONAL FLUID DYNAMIC APPLICATIONS IN WIND ENGINEERING FOR THE DESIGN OF BUILDING STRUCTURES IN WIND HAZARD PRONE AREAS (Computational Flow Dynamic Applications in Wind Engineering for the Design of Building Structures in Wind Hazard Prone Urban Areas)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 67-70
summary This paper documents an initial study investigating the integration of Computational Fluid Dynamics (CFD) simulation modeling into wind mitigation design for building structures located in wind hazard prone areas. Some of the basic principles and theoretical concepts of fluid flow and wind pressure as well as their translation into design criteria for structural analysis and design are reviewed, followed by a discussion of a CFD application case study for a simulated hurricane force wind flow over a low rectangular building using the k-epsilon turbulence model. The techniques and parameters for development of the simulation are discussed and some preliminary interpretations of the results are evaluated by comparing its predictions against existing experimental and analytical data, with special attention paid to the American Society of Civil Engineers, Minimum Design Loads for Buildings and Other Structures, ACSE 7-98 and the Uniform Building Code .
series SIGRADI
email
last changed 2016/03/10 09:54

_id 8ec5
authors Kvan, Th., Gibson, I. and Ling, W.M.
year 2001
title RAPID PROTOTYPING FOR ARCHITECTURAL MODELS
source Euro RP 10th European Conference on Rapid Prototyping and Manufacturing, Paris, France, June 7-8, 2001, 9 p.
summary Rapid prototyping (RP) technology has developed as a result of the requirements of manufacturing industry. There are a number of other application areas where RP has been used to good effect and one of these is architectural modelling. However; such application areas often have different requirements from what is offered by the current technology. This paper describes work carried out by the authors to investigate potential applications for architectural modelling; as well as an attempt to explore the limits of the technology. It will go on to discuss how the technology may be developed to better serve the requirements of architects.
keywords Rapid Prototyping; Architectural Design; Learning
series other
type normal paper
email
last changed 2005/08/06 07:51

_id 517e
authors Martens, B., Tschuppik, W.M. and Hohmann-Vogrin, A.
year 2001
title PRO_TECTURE: ARCHITECTONIC INSTRUMENTATION FOR THE UNCOVERED PAST
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 36-39
summary Pro_tecture is a neologism made up of “protection” und “architecture”. Protecture thus stands for an architectonic instrumentation serving the protection of archeological finds required both on account of natural destruction and involvement of mankind endangering the present state of excavation. The immediate risk potential regarding excavated antiquity set the stage for thorough examination of protective architecture demonstrated at the excavation site “Ek Balam” (Yucatan, Mexico). Due to the prominent location in the middle of a tourist area and its both scientific and artistic importance a suited solution was to be developed making for means of protection as well as of adequate presentation of the design work. In the framework of this contribution the results of a corresponding design studio on “pro_tecture” in the context of “Ek Balam” will be presented.
keywords Protective Architecture, Protection, Design Studio, Representation, Archeology
series SIGRADI
email
last changed 2016/03/10 09:55

_id 39ea
authors Maver, T., Harrison, C. and Grant, M.
year 2001
title Virtual Environments for Special Needs. Changing the VR Paradigm
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 151-159
summary The normal application of Virtual Reality is to the simulation of environments, which are in some way special - remote, hazardous or purely imaginary. This paper describes research and development work which changes the paradigm by simulating perfectly ordinary buildings for special people. Some 15% of the population have some form of physical impairment - a proportion which is likely to rise in line with an ageing population. New legislation, such as the UK Disability Discrimination Act places additional responsibility on building owners to ensure adequate access for people with an impairment and this in turn will place additional responsibility on the architect. Current methods of auditing access for new building are primitive and require the auditor to interpret plans/sections of the proposed building against a checklist of requirements specific to the special need. This paper reports on progress in the use of an immersive VR facility to simulate access to buildings for two broad classes of user: i) those with a mobility impairment; ii) those with visual impairment. In the former case, a wheelchair motion platform has been designed which allows the wheelchair user to navigate the virtual building; a brake and motor connected to the rollers on which the wheelchair sits facilitate the effects of slope and surface resistance. In the latter case, the main categories and degrees of visual impairment can be simulated allowing architects to assess the contribution of form, colour and signage to safe access.
keywords Virtual Reality, Mobility Impairment, Visual Impairment, Access, Simulation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 3c71
authors Maver, Tom and Petric, Jelena
year 2001
title MEDIA in MEDIATION Prospects for Computer Assisted Design Participation
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 121-134 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary One of the most consistent, powerful and philosophical ideas which has run like a silk thread through the short and erratic history of the development of computer aided architectural design is that of user participation in the design decision-making process. It is not an idea with which the architectural profession is particularly comfortable but it is, the authors claim, one which is central to the professional ethic and, therefore, to be its ultimate survival. Design decision-making is, if addressed properly, a hugely, complex multi-variate, multi-person process on which precious little serious research has been focused. In the late 1960's the Design Methods Group in the USA and the Design Research Society in the UK formulated paper-based models of the design process and anticipated, in some regards with un-nerving accuracy, the way in which the application of information technologies would impinge beneficially on the process of design decision-making and, therefore, on the quality of the built environment. One concept expressed at that time was as follows: the application of computers to the modelling and prediction of the cost and performance behaviour of alternative design solutions allows subjective value judgements to be better informed and more explicitly audited, and that such subjective value judgements should be made by those most affected by them, i.e. the future owners and users of buildings. This paper is devoted to the critical re-examination of this concept, on the seminal research and development which has kept the notion alive over 30 years, and, how the current advances in multimedia, virtual reality and internet access make its ubiquitous adoption inevitable: in short, Media in Mediation.
series other
email
last changed 2003/04/16 11:52

_id cb8e
authors Vegte, W.F. van der, Pulles, J.P.W. and Vergeest, J.S.M.
year 2001
title Towards computer-supported inclusion and integration of life cycle processes in product conceptualization based on the process tree
source Automation in Construction 10 (6) (2001) pp. 731-740
summary Development of computer support in design is showing several shifts in focus over the latest decades. This paper relates to the shifts from detail design to conceptualization, from artifact geometry definition only to the inclusion of process knowledge, and from isolated aspects to integrated aspects. It discusses a possible solution for simultaneous consideration of life cycle process aspects during conceptual design using the process tree representation. Integrating process aspects can be considered a preparation for an integrated representation of artifact and process aspects to be used in a front–end environment for conventional CAD detailing systems
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id 7893
authors Woodbury, R.F., Wyeld, Th.G., Shannon, S.J., Roberts, I.W., Radford, A., Burry, M., Skates, H., Ham, J. and Datta, S.
year 2001
title The Summer Games
doi https://doi.org/10.52842/conf.ecaade.2001.293
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 293-297
summary As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games. This paper discusses six topical areas: – what is a game; – specific goals of the summer games; – the structure of a game; – the game-making process; – key findings from the production unit; and – future directions.
keywords Reflection-In-Action, Design Making, Game Container, Collections, Meta-Cases, Data Repository
series eCAADe
email
last changed 2022/06/07 07:57

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

_id 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id 4b30
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title ARMY WAR GAME SIMULATION (AWAS) system - Utilising architectural knowledge in virtual environments
doi https://doi.org/10.52842/conf.caadria.2001.435
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 435-438
summary This research briefly examines the importance of collaborative design in developing a multi-user, multi-tiered, networked and real-time information base system. Aspects such as navigation, interaction, communication, movements (objects or virtual camera), control, level of details, spatial design and virtual spaces will be explained to show their importance in the development of virtual world. This paper will further explore the aspects of collaborative design in the context of Army War Game Simulation System (AWAS). A generic collaborative design-based framework will be demonstrated to simulate the overall operations of a war in command-control structure of the force.
series CAADRIA
email
last changed 2022/06/07 07:54

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
doi https://doi.org/10.52842/conf.ecaade.2001.449
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
doi https://doi.org/10.52842/conf.caadria.2002.151
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id c39a
authors Ahumada Gallardo, N., López Morales, B., Mora Olate, M.L. and Muñoz, V.C.
year 2001
title MARCO ANTONIO DE LA PARRA COMO NARRADOR Y ENSAYISTA. MONOGRAFIA MULTIMEDIAL (Marco Antonio de la Parra as Narrator and Writer. Monography in Multimedia)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 268-270
summary The analysis of Marco Antonio de la Parra’s novels and essays from the discourse perspective, is the contents of an interdisciplinary work for modernizing and improving communicative possibilities of universitary thesis through multimedia. For the multimedia design, the main and most recent digital creating software for the graphic treatment of texts and images were analised, then the navigation system and screens were designed, difining backgrounds, texts, audio and video, besides buttons and hits. Results permit: 1. To present the contents in an easy access and transportation support, reducing production costs. 2. The offering of three communication supports: written text, audio and video. 3. Ostensibly improves universitary thesis and seminars quality.
series SIGRADI
email
last changed 2016/03/10 09:47

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