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 2103

_id db60
authors Af Klercker, J., Achten, H. and Verbeke, J.
year 2001
title AVOCAAD - A First Step Towards Distance Learning?
doi https://doi.org/10.52842/conf.ecaade.2001.269
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 269-274
summary In the industrial world knowledge is developed very fast. As most countries are depending on employees with a high level of knowledge and skills the term ”Life Long Learning” has been formulated and the concept is more and more accepted. Institutions of higher education are more and more involved in creating supplementary education more independent of time and place. Distance learning was originally carried out by ordinary mail, which was slow but might then have been the only solution for people in remote places. With the Internet and e-mail the distance-learning concept has got a far better tool, for instance better interaction facilities. Architects and engineers in practise are deeply involved in solving the problems of the present projects. Education which is independent of time and place must be of great interest to both parties. The AVOCAAD project has created an education model for students to meet the possibilities of CAAD. The education model can be used in a curriculum at a school as well as for distance learning. Among the possible experiences from it, the one concerning distance learning might be the most important future application of the system in architectural education. This paper sketches the pedagogical background and gives examples from other areas of knowledge, where distance learning is already in use. We will put the question how the AVOCAAD concept meets the experiences from distance learning.
keywords Distance Learning, Pedagogic, CAAD, E-Learning, AVOCAAD
series eCAADe
email
last changed 2022/06/07 07:54

_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 avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9fe2
authors Almeida da Silva, A.B., Serón Arbeloa, F.J., Magallón Lacarta, J.A. and Félix, N.R.
year 2001
title PICTÓRICA O CIENTÍFICA? LA ACTIVIDAD DE GENERACIÓN DE IMÁGENES SINTÉTICAS EN EL CONTEXTO DE ENSEÑANZA (Pictoric or Scientific? The Activity of Generation of Synthetic Images in the Teaching Context)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 192-194
summary This work is restricted to the field of Graphics Representation in Architecture, analyzing the use of illumination models which are present at the software usually used for the development of images to describe the architectural objects. The differences between the real scene and the equivalences structured into the world of computer graphics related to the illumination models and light, are specially specified. This work analyses the categories of architectural problems associated to each of the available models; questions how this associations are included in architectural teaching context and studies how associated they are during the academic studies of the architect.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 5d0f
authors Balmaceda, María Isabel and Deiana, María Elena
year 2001
title DIDÁCTICA MULTIMEDIAL PARA LA FORMACION EN LA PREVENCIÓN SÍSMICA (Multimedia Didactics for training in Seismic Prevention)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 107-109
summary Today the multimedia technology offers us an undeveloped world of resources. But these resources are not didactic themselves; they depend on the way they are used. The management of new variables, such as interactivity, redundancy, will allow to reach a superior level in relation to that of the attraction/fascination, characteristic of the digital means. Under this conceptual base, an investigation project is developed with the objective of constructing a didactic multimedia, strongly determined by the characteristics of the topic SEISMIC PREVENTION, and guided specifically to the construction of preventive BEHAVIORS, before, during and after the occurrence of an earthquake.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cdd4
authors Björk, Bo-Christer
year 2001
title Open Source, Open Science, OpenCourseWare
doi https://doi.org/10.52842/conf.ecaade.2001.013
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 13-17
summary The Internet has in just a few years radically changed the technical foundation for how the supply chain of scientific publications and teaching materials functions. As researchers we can with just a few clicks find a significant part of all the information we need for free on the World Wide Web. As teachers we can find huge amounts of digital material which can be downloaded or linked from the web and included in presentation overheads, or hyperlinked as reading material. Yet the business and legal (copyright issues) infrastructure has hardly changed and presents a barrier to innovation and reengineering of the overall process. This paper describes some recent trends in how the Internet influences these two fields (publication of research resuls and production of teaching material) as well as related developments in the organisation of software develop-ment, and discusses them both from an economic and philosophical perspective.
keywords Internet, Scientific Publication, Teaching Material, Open Source
series eCAADe
email
last changed 2022/06/07 07:52

_id ad6c
authors Brown, A., Gavin, L., Berridge, P. and Knight, M.
year 2001
title An Active World - Architectural Information Interchange via 3D Internet Environments
doi https://doi.org/10.52842/conf.ecaade.2001.365
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 365-370
summary The eCAADe organisation has the long term role to promote and facilitate the discussion and interchange of ideas relating to a broad range of issues in the field of CAAD education and research. The new technologies that have come together to give us the environment that we know as the Internet has offered a range of stimuli for new initiatives. A research group has been established to investigate and explore a particular aspect of this new potential with the goal of creating an eCAADe Virtual world as a vehicle for testing the associated ideas. This papers reports on the recent developments on this project.
keywords Internet, 3D-Worlds, Virtual Meeting, ECAADe, Collaboration
series eCAADe
email
last changed 2022/06/07 07:54

_id 0277
authors Brusilovsky, P.
year 2001
title Adaptive hypermedia
source User modelling and User-Adapted Interaction, volume 11, pp. 87-110, Kluwer
summary Hypertext/hypermedia systems and user-model-based adaptive systems in the areas of learning and information retrieval have for a long time been considered as two mutually exclusive approaches to information access. Adaptive systems tailor information to the user and may guide the user in the information space to present the most relevant material, taking into account a model of the user's goals, interests and preferences. Hypermedia systems, on the other hand, are `user neutral': they provide the user with the tools and the freedom to explore an information space by browsing through a complex network of information nodes. Adaptive hypertext and hypermedia systems attempt to bridge the gap between these two approaches. Adaptation of hypermedia systems to each individual user is increasingly needed. With the growing size, complexity and heterogeneity of current hypermedia systems, such as the World Wide Web, it becomes virtually impossible to impose guidelines on authors concerning the overall organization of hypermedia information. The networks therefore become so complex and unstructured that the existing navigational tools are no longer powerful enough to provide orientation on where to search for the needed information. It is also not possible to identify appropriate pre-defined paths or subnets for users with certain goals and knowledge backgrounds since the user community of hypermedia systems is usually quite inhomogeneous. This is particularly true for Web-based applications which are expected to be used by a much greater variety of users than any earlier standalone application. A possible remedy for the negative effects of the traditional `one-size-fits-all' approach in the development of hypermedia systems is to equip them with the ability to adapt to the needs of their individual users. A possible way of achieving adaptivity is by modeling the users and tailoring the system's interactions to their goals, tasks and interests. In this sense, the notion of adaptive hypertext/hypermedia comes naturally to denote a hypertext or hypermedia system which reflects some features of the user and/or characteristics of his system usage in a user model, and utilizes this model in order to adapt various behavioral aspects of the system to the user. This book is the first comprehensive publication on adaptive hypertext and hypermedia. It is oriented towards researchers and practitioners in the fields of hypertext and hypermedia, information systems, andpersonalized systems. It is also an important resource for the numerous developers of Web-based applications. The design decisions, adaptation methods, and experience presented in this book are a unique source of ideas and techniques for developing more usable and more intelligent Web-based systems suitable for a great variety of users. The practitioners will find it important that many of the adaptation techniques presented in this book have proved to be efficient and are ready to be used in various applications.
series other
email
last changed 2003/04/23 15:14

_id 539d
authors Chateau, H.B., Vergara, R.L., Jorquera, J.H. and Viveros, C.M.
year 2001
title EL ESPACIO INTER-MEDIO (The Inter-Media Space)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 153-155
summary This paper explores the juxtaposition between architectonic space and virtual environments. It establishes the hypothesis that the intersection of virtual environments with our common life causes a break-up of time and space. Virtual environments are the last and most integral part of the technological revolution, becoming a parallel world, an unlimited extension of our limited world. The spatial and temporal juxtaposition of these two realities creates a new reality of being “inbetween”, it reveals the “inter-media”. This “inter-media” reality is the problem for architecture of our time, and it still lacks of responses.
series SIGRADI
email
last changed 2016/03/10 09:48

_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

_id c3a4
authors Chiarelli, Julia
year 2001
title APORTES EN LA BÚSQUEDA DE LA INFLUENCIA DE LA LUZ EN EL REALISMO DE LA IMAGEN ARQUITECTÓNICA (Contributions in the Search of the Influence of the Light in the Realism of the Architectural Image)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 60-63
summary The real world is very complex, there are textures, gradients of colors, shades and reflections that are difficult to represent in the computer . Investigation : The realism and real image / Two algorithms of illumination (radiosity ,ray tracing) / Commercial programs that allow me to generate synthesis images.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 0b74
authors Chow, B., Lam, S. and Tsou, J.
year 2001
title The impact of computer-based design tools for daylighting simulation and prediction for a built environment
doi https://doi.org/10.52842/conf.caadria.2001.169
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. 169-179
summary This paper investigates the application of computer daylighting simulation to provide qualitative assessment and comparison for designers to improve the built environment especially for non-technical architecture students. A comprehensive study was carried out to evaluate different daylighting design tools and to identify the limitation of current systems in the academic field. The paper will focus mainly on the dynamic information exchange between scientific visualization and the design decision-making process. Both architectural design studio environment and practical design problems in the real world setting were experimented and evaluated. Two case studies are presented: a proposed gallery space for a museum, and a detail architectural design of a community church. Architectural design alterations are proposed, simulated and discussed. The recursive feedback of the designers are studied and documented. Through a combination of qualitative assessment and comparison, designers can evaluate and compare different design options in the computing environment before implementing in the real world situation.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 51a0
authors Conti, G., Ucelli, G. and Maver, T.
year 2001
title JCAD-VR: Java Collaborative Architectural Design Tool in Virtual Reality - A Java3D based scalable framework for real-time, multiplatform VR environments
doi https://doi.org/10.52842/conf.ecaade.2001.454
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 454-459
summary This paper proposes a framework that provides the architect with a tool that uses Virtual Reality (VR) as part of the design path. It offers the possibility to deploy a system capable of assisting the design profession during the early stages of the design process. This way VR becomes the means for a new experience where the architect can, free from constraints of the 2D world, create and manipulate the space she/he is designing. The idea upon which JCAD-VR is being built is that all the users present in the virtual world have to be able to share the same virtual environment in a “transparent fashion” where the user interface, instead of the traditional menu/windows based layout, it is part of the virtual world itself. The aim is to provide the designer with a tool for creating 3D-shapes in a shared VR environment, thus allowing the design to be shared as it evolves.
keywords Collaborative Design, Virtual Reality, Java 3D, Distributed Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id d746
authors Coyne, R., Lee, J., Duncan, D. and Ofluoglu, S.
year 2001
title Applying web-based product libraries
source Automation in Construction 10 (5) (2001) pp. 549-559
summary This paper presents progress on a research project about on-line libraries of product information as used by architects, engineers and other design professionals. We present product library assistant intranet, PLA(id), which is a system programmed in Java for organising product library information on the World-Wide Web (WWW). PLA(id) is to be used experimentally in practice contexts to elicit insights into the applicability of on-line libraries of product information.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id f01c
authors Cuberos Mejía, R., Caldera de Ugarte, N., Indriago, J.A., Camacaro, L., Molina, N. and Cestary, J.
year 2001
title PLANIFICACIÓN TURÍSTICA Y TELEINFORMACIÓN (Planning in the Tourist Industry and Tele-information)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 311-314
summary This paper explains an object-based geographic information system (GIS) developed for tourism planning on Maracaibo, Venezuela. In order to establish a better way to manipulate georeferenced data, this system is migrating its structure from a fouryears- old relational database, incorporating distributed storage on a comprehensive catalog. A combination of operating system, SQL server and Map server, is being implemented to substitute a static web site for a real-time application to easily manipulate maps through a web browser. This work not only creates answers to implementing urban information systems, also it will facilitate their incorporation on collaborative geographical networks in the entire world.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 8aef
authors Dave, Bharat
year 2001
title Immersive Modeling Environments
doi https://doi.org/10.52842/conf.acadia.2001.242
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 242-247
summary The paper describes development of a large-format panoramic display environment. Unlike the ‘window-on-the-world’ metaphor associated with small displays, immersive environments foster a sense of ‘being-in-the-world’. That raises a question: Which aspects of human-computer interaction and information perception scale up or change substantially from small displays to immersive environments? The paper first describes implementation of our display environment, projects being explored in it, and motivates a focused research agenda. Finally, the paper describes an experiment to study differences in spatial judgments by subjects while working in traditional and immersive environments.
keywords Immersive Modeling, Interaction, Perception, Information Abstractions, Navigation
series ACADIA
email
last changed 2022/06/07 07:55

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
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 MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id fe1b
authors Do, Ellen Yi-Luen
year 2001
title VR Sketchpad. Create Instant 3D Worlds by Sketching on a Transparent Window
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 161-172
summary This paper describes VR Sketchpad, a pen-based computing environment for inputting and locating 3D objects in a virtual world. Designer can use the transparency layers to quickly trace and extract any image underlay from other application software. The 3D scene generation has three levels of complexity: simple extrusion of any drawn lines of shapes (i.e., straight or curved wall and column extrusion), solid modelling from a given geometric object representation (spheres, cones and boxes), and complex configuration with objects from graphics library (furniture layout).
keywords Pen-Based Interface, Freehand Sketches, Diagramming, Transparent Window, Virtual Reality Modelling Language (VRML)
series CAAD Futures
email
last changed 2006/11/07 07:22

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