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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References

Hits 1 to 20 of 1668

_id 572a
id 572a
authors Mao-Lin Chiu (ed.)
year 2003
title CAAD TALKS 2: DIMENSIONS OF DESIGN COMPUTATION
source Taipei, Taiwan, Garden City Publishing Ltd.
summary This is the second book of a serial of CAAD Talks publication. In this volume, 17 articles in regarding with the studies in design computation and cognition are compiled. The review of CAAD pioneer work such as H. A. Simon, W. Mitchell, T. Sasada, U. Flemming, J. Gero, O. Akin, G. Schmitt., M. Gross, etc.
keywords Design computation, CAAD research
type keynote paper
email
last changed 2004/04/10 12:11

_id cf2003_m_103
id cf2003_m_103
authors CHANG, T.-W., WOODBURY, R. and DATTA, S.
year 2003
title Interactive Mapping between Knowledge Level and Symbol Level with Geometry. A KL-Model for Design Space Exploration
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 157-166
summary Design space exploration is long-standing motivating ideas in computer-aided design. It realises this vision through a model of design states for making and moving amongst states and an organisation of states into a structure called a design space. Using a design space structuring mechanism based on a subsumption relation, this paper sketches a theory called Geometric Typed Feature Structures (GTFS) to preserve the formal properties of the design space movement algorithms for geometry. It also provides the theory for incorporation of user-guided exploration in the design space. Consequently, the clear division between knowledge level and symbol level, such that functional decomposition •• formal symbol level and design •• model symbol level, disappears. We can therefore use the same subsumption relation to structure the design space exploration interactively. Such interactive mapping between knowledge level and symbol level provides the fine-grained opportunities for user intervention in formal design space movement algorithms. In this paper, we summarize this approach with an example of GTFS subsumption process.
keywords design space, geometric description, knowledge level, subsumption, unfolding
series CAAD Futures
email
last changed 2003/09/22 12:21

_id acadia03_003
id acadia03_003
authors Chang, W. and Woodbury, R.
year 2003
title Undo Reinterpreted
doi https://doi.org/10.52842/conf.acadia.2003.019
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 19-27
summary The class of operations known as “undo” has proven to be a valuable addition to most professional work tools. In practice though, its use is frustrating: undo often undoes too much. Its essential informal semantics are that it returns the user to a prior state by recapitulating all intervening states. Why not give the user greater control over which aspects of a design to undo? An alternative is to seek to reuse prior work in any logically-coherent pattern—user input is a precious commodity. The area of generative systems provides insights in a search for alternatives to undo, in particular that prior user and system actions can be changed and reused in new contexts. We contingently introduce a concept we label as design promotions to describe system designs that demonstrate a tight coupling between interactive authorship and system-led generation, that treat past user actions as valuable intentional statements, and that treat alternative user choices as first-class objects of concern. In practice these three properties emphasize reuse. We briefly survey the current state of undo-like operations and potential candidates for implementing design promotions strategies. Through examples, we demonstrate approaches to realizing undo-like operations over specific representations, especially that of constructive solid geometry.
series ACADIA
email
last changed 2022/06/07 07:55

_id caadria2003_a7-1
id caadria2003_a7-1
authors Chantawit, D. and Hadikusumo, B.H.W.
year 2003
title Integrated 4d Cad and Construction Safety Planning Information for a Better Safety Management
doi https://doi.org/10.52842/conf.caadria.2003.891
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 891-904
summary Safety is an important element of project successes. In the conventional project management, safety planning, as a function, is separated from other functions, such as planning/scheduling function. This separation creates difficulties for engineers to analyze what, when, why and where a safety measure is needed to prevent accidents in a construction activity. Another problem occurs due to the conventional practice of representing project designs using two-dimensional (2D) drawings. In this practice, a user (e.g. an engineer) has to convert the 2D drawings into three-dimensional (3D) mental pictures, and this is a tedious task. If only converting this 2D drawing is a tedious task, combining these 2D drawings with safety planning creates more difficult tasks. In order to address the problems, this paper discusses our research in integrating construction scheduling and safety planning in a 4D environment.
series CAADRIA
last changed 2022/06/07 07:55

_id caadria2003_0
id caadria2003_0
authors Choutgrajank, A., Charoensilp, E., Keatruangkamala, K. and Nakapan, W. (eds.)
year 2003
title CAADRIA 2003
doi https://doi.org/10.52842/conf.caadria.2003
source Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9 / Bangkok (Thailand) 18-20 October 2003, 370 p.
summary The proceedings of the Eighth International Conference on Computer-Aided Architectural Design Research in Asia, presents 70 papers. These papers were selected from the 180 submissions through a blind review of 46 international review committee. Each submission was reviewed by three reviewers and the final acceptance was based on the reviewers' recommendations. Introduced in these proceedings are the papers presented at the Conference under the following session headings: - Collaborative Design - Knowledge Representation - Design Education - Virtual Environment and Computer Media - Information Systems - Simulations
series CAADRIA
type normal paper
email
more www.caadria.org
last changed 2022/06/07 07:49

_id acadia03_039
id acadia03_039
authors Clayton, Mark J.
year 2003
title Connecting Digital Tools
doi https://doi.org/10.52842/conf.acadia.2003.x.p0b
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 299
summary A decade ago, Bill Mitchell wrote “Chroniclers of our era may one day write ‘What was computer-aided design?’ To them, it will just be design.” Because of the proliferation of digital tools for design, we are rapidly forgetting that there was ever design before computing. Ask an undergraduate student to describe the design process. There is a good chance that the student will mention using CAD and 3D modeling. Ask a contractor how to practice the profession of building.
series ACADIA
email
last changed 2022/06/07 07:49

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id ecaade03_025_202_kieferle
id ecaade03_025_202_kieferle
authors Drosdol, J., Kieferle, J. and Wössner, U.
year 2003
title The Integration of Virtual Reality (VR) into the Architectural Workflow - Experiences with an interprofessional project at DaimlerChrysler
doi https://doi.org/10.52842/conf.ecaade.2003.025
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 25-28
summary DaimlerChrysler as a worldwide operating company is continuously maintaining and developing their brand architecture for the points of sale. It is one of the strategic decisions to have a 'Brand Architecture Center' at the company headquarters in Stuttgart to develop the brand architecture and engage local architects to adopt it to the local context. As a major step, a new generation of autohauses is currently developed. Many aspects have to be taken care of in this process, therefore a great number of specialists have to be involved. They are supported by Virtual Reality (VR) and Augmented Reality (AR). To integrate VR/AR into the architectural process, necessary architectural interactions have been integrated into the software
keywords Virtual Reality, Augmented Reality, Architectural workflow, Visualization,Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:55

_id ecaade03_433_208_froehlich
id ecaade03_433_208_froehlich
authors Fröhlich, C., Hirschberg, U., Frühwirth, M. and Wondra, W.
year 2003
title no_LAb__in_feld - Is common- ground a word or just a sound? (Lou Reed, 1989)
doi https://doi.org/10.52842/conf.ecaade.2003.433
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 433-436
summary This paper describes the concept and the current state of development of a new laboratory for digital experimentation in architectural education and research. The novel forms of collaboration and learning for which it is intended and the quick pace of innovation in digital technology on which it depends both require an appropriately flexible spatial and technological framework. And it requires a particular mindset. The no_LAb__in_feld is not just another laboratory. It is a place, a community, a high-tech construction site, a permanent work in progress. It is the prototype of a next generation design studio.
keywords Design studio education: creative collaboration; digital playground; hybridinteractive installations; augmented reality
series eCAADe
email
more http://ikg.tugraz.at/
last changed 2022/06/07 07:50

_id acadia03_036
id acadia03_036
authors Gerzso, J. Michael
year 2003
title On the Limitations of Shape Grammars: Comments on Aaron Fleisher’s Article “Grammatical Architecture?”
doi https://doi.org/10.52842/conf.acadia.2003.279
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 279-287
summary Shape grammars were introduced by Gips and Stiny in 1972. Since then, there have been many articles and books written by them and their associates. In 1992, Aaron Fleisher, a professor at the School of Planning, MIT, wrote a critique of their work in an article titled “Grammatical Architecture?” published in the journal Environment and Planning B. According to him, Gips, Stiny and later Mitchell, propose a hypothesis that states that shape grammars are presumed to represent knowledge of architectural form, that grammars are “formable,” and that there is a visual correspondence to verbal grammar. The strong version of “the hypothesis requires that an architectural form be equivalent to a grammar.” Fleisher considers these hypotheses unsustainable, and argues his case by analyzing the differences between language, and architecture, and by dealing with the concepts of lexicons, syntax and semantics. He concludes by stating that architectural design is negotiated in two modalities: the verbal and the visual, and that equivalences are not at issue; they do not exist. If there is such thing as a language for design, it would provide the means to maintain a discussion of the consequences in one mode, of the state and conditions of the other. Fleisher’s observations serve as the basis of this paper, a tribute to him, and also an opportunity to present an outline to an alternate approach or hypothesis to shape grammars, which is “nonlinguistic” but “generative,” in the sense that it uses production rules. A basic aspect of this hypothesis is that the only similarity between syntactic rules in language and some rules in architecture is that they are recursive.
series ACADIA
last changed 2022/06/07 07:51

_id caadria2003_a2-2
id caadria2003_a2-2
authors Halin, G., Bignon, J.-C., Scaletsky, C., Nakapan, W. and Kacher, S.
year 2003
title Three Approaches of The Use of Image to Assist Architectural Design
doi https://doi.org/10.52842/conf.caadria.2003.183
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 183-198
summary The image is the support of ideas search in the whole design phase. The definition of assistance tools, by using the image, seems to be applicable whatever the stage of the process of architectural design is. This article presents three approaches, which intend to study the contribution of the image inside of the architectural design process. The first approach rests on the idea that architects use external references as generating elements of new project ideas and that it is possible to organize this referential knowledge by taking the image as structuring entity of this knowledge. The two other approaches intend to use image to support the formulation of information designer's needs in more advanced phases of the design process. The identified needs are those of the architect who searches a particular information in order to justify or to perform some choices, during the act of conception.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2003_c5-1
id caadria2003_c5-1
authors Hoon, M. , Jabi, W. and Goldman, G.
year 2003
title Immersion, Interaction, and Collaboration In Architectural Design Using Gaming Engines
doi https://doi.org/10.52842/conf.caadria.2003.721
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 721-738
summary "This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?Z offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems . Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,"
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia03_013
id acadia03_013
authors Jabi, W., Goldman, G. and Johnson, B.
year 2003
title REQUIREMENTS FOR AN EFFECTIVE DISTRIBUTED DESIGN REVIEW
doi https://doi.org/10.52842/conf.acadia.2003.099
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 99-105
summary With the wider availability of high-bandwidth communication networks and the maturity of commercial collaboration software, schools of architecture are experimenting with computer-aided distributed design reviews. A distributed design review enables geographically-distant participants to discuss a common design project using computer-supported collaborative technologies such as videoconferencing, voice over IP, and shared applications. While potentially beneficial to students, and attractive to teachers, there are a number of challenges facing the integration of synchronous distributed design reviews into the design studio by technically inexperienced faculty without significant technical support. This paper seeks to make it easier for faculty to make routine utilization of such reviews by examining our own experiences with a number of such reviews, in a variety of contexts, distilling out a set of guidelines for future reviews.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ecaade03_029_203_kieferle
id ecaade03_029_203_kieferle
authors Kieferle, Joachim and Wössner, Uwe
year 2003
title Combining Realities - Designing with Augmented and Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2003.029
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 29-32
summary Augmented Reality (AR), the layering of reality and virtuality, can be used as a tool in architecture in model scale as well as in 1:1 scale on site. By combining real architecture models with virtual representations like e.g. wind simulation an intensive understanding for impacts can be observed. Coupling AR with further virtual environments (AR and Virtual Reality) in one scenario makes AR a tangible interface for VR and on the other hand supports the group discussion of distributed teams.
keywords Augmented Reality, Virtual Reality, Visualization, Interaction, Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:52

_id caadria2003_a5-1
id caadria2003_a5-1
authors Knight, Michael W. and Brown, Andre G.P.
year 2003
title NAVRgate X, A Naturalistic Navigation Metaphor for Large Scale Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2003.625
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 625-630
summary This paper describes the latest in a series of real-world, low-cost interfaces for virtual reality. nAVRgate (the AVR being Architectural Virtual Reality) has looked at real-world analogies for interfacing with 'real' virtual environments in an attempt to improve the sense of presence, the phenomenon of sense of presence in virtual environments (VEs) often being seen as the real essence of Virtual Reality (Laurel, 1993)
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia03_007
id acadia03_007
authors Kolarevic, Branko
year 2003
title Digital Fabrication: From Digital To Material
doi https://doi.org/10.52842/conf.acadia.2003.054
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 54-55
summary In the past, architects drew what they could build, and built what they could draw, as observed by Bill Mitchell. This reciprocity between the means of representation and production has not disappeared entirely in the digital age. Knowing the production capabilities and availability of particular digitally-driven fabrication equipment enables architects to design specifically for the capabilities of those machines. The consequence is that architects are becoming much more directly involved in the fabrication processes, as they create the information that is translated by fabricators directly into the control data that drives the digital fabrication equipment.
series ACADIA
email
last changed 2022/06/07 07:51

_id ecaade03_343_132_male
id ecaade03_343_132_male
authors Malé-Alemany, Marta and Sousa, José Pedro
year 2003
title Hyper [D-M] Process - Emerging Conditions for Digital Design and Manufacturing in Architecture
doi https://doi.org/10.52842/conf.ecaade.2003.343
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 343-346
summary This paper participates in the current digital architecture debate taking into account the introduction of CAD-CAM technologies in architecture and focusing on the way this could further change the process of architectural production. It proposes a mode of integration based on associative parametric environments and explains that new conditions for developing architectural projects indeed emerge from this digital framework. Finally, the research developed at DAw is presented as an academic laboratory where the arguments of this paper have been tested and stimulated.
keywords Design Process; Parametric Design; Digital Fabrication; CAD-CAM;Architectural Education
series eCAADe
email
more http://www.d-a-w.net
last changed 2022/06/07 07:59

_id maver_106
id maver_106
authors Maver, T.W. and Petric, J.
year 2003
title Security Sustainable Environments: The role of Computer Modelling
source Chapter 9 in Bioclimatic Design and Urban Generation (Ed Babalis, D), Edizione Polistampa, pp. 59-64
summary Design is the activity of making explicit proposals for a change from some existing state to some future state which more closely approximates to mankind's concept of the ideal. As such it embraces a wide spectrum of human endeavour; the outcomes of design activity are part and parcel of our everyday life and are determinants, for better or worse, of our man-made future. In common with all complex human functions the activity of design is ill-understood: it involves the most rational and systematic process of human thought and also the most intuitive and conjectural leaps within the human mind.
series other
email
last changed 2003/09/03 15:36

_id maver_116
id maver_116
authors Maver, Tom
year 2003
title Real Experiences of Virtual Worlds
source Proceedings of Design 2002, Dubrovnik
summary This paper, through the research and software developed in the University of Strathclyde by the r+d group Abacus, gives an account of a number of applications relating to the improved quality of the built environment
email
last changed 2018/03/20 11:45

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