CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ijac201412206
id ijac201412206
authors Lo, Chia-Hui Nico; Ih-Cheng Lai, Teng-Wen Chang
year 2014
title Design Jigsaw: Exploring a computational approach to assembling ideas in the design production process
source International Journal of Architectural Computing vol. 12 - no. 2, 199-212
summary Idea generation in the design production process often occurs within brainstorming sessions. Linking ideas is the key mechanism in the process of producing design. Through linking ideas, a graph-like knowledge is achieved in representing the individual memories, with the nodes and arcs being the ideas and the links between ideas respectively.The design process is similar to doing a jigsaw. Using the jigsaw metaphor, a cognitive study is applied to the design tool DIM (Dynamic Idea Map) to explore computational jigsaw mechanisms.Thereafter, a computational framework called Design Jigsaw is developed to support students in assembling vast ideas effectively and reveals the construction of meaning in the graph-like knowledge structure of design thinking.
series journal
last changed 2019/05/24 09:55

_id caadria2011_063
id caadria2011_063
authors Lo, Chia-Hui; Ih-Cheng Lai and Teng-Wen Chang
year 2011
title A is B, displacement: Exploring linking patterns within metaphor in the design process
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 663-672
doi https://doi.org/10.52842/conf.caadria.2011.663
summary Design educators often apply metaphor as a teaching tool to help novice designers in their design process. Richards(1936) defines metaphor as the form “A is B”. The most important operation in metaphor is displacement—the linking process of moving A to B. Linking ideas is the key mechanism in the design process. By linking ideas, a graph-like knowledge represents the individual memories with the nodes and arcs that are the ideas and the links between ideas respectively. Such linking knowledge provides an interesting way to understand the operation of displacement within metaphor. This research applies a computational tool (called DIM) to produce a graph-like knowledge. Protocol analysis is then used to understand how designers organize ideas. The objective of this research was to explore the linking patterns of idea displacement within metaphor in the design process.
keywords Metaphor; displacement; linking ideas; graph-like knowledge; protocol analysis
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2007_361
id caadria2007_361
authors Lo, Chien Jung; Mao-Lin Chiu and Ming-Nan Liu
year 2007
title Play with Parts and Joints-Digital Design supported by Rapid Prototyping
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.a0r
summary Digital architectures are emerging because of the advancement of information and communication technologies. Rapid prototyping becomes important for digital design in the early conception stage because of the complexity of geometrical relations. The paper is aimed to examine the design teaching issues of dynamic structure by rapid prototyping in experimental studies. Our goal is to integrate the process with rapid prototyping in generating variety types of joints adapting different conditions. This study proposes the digital design process by “playing with parts and joints” approach for the educational purposes. By introducing in design studios, the findings and discussion are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2022_322
id caadria2022_322
authors Lo, Chun-Yu and Hou, June-Hao
year 2022
title A Natural Human-Drone Interface For Better Spatial Presence Experiences
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 99-108
doi https://doi.org/10.52842/conf.caadria.2022.1.099
summary As many remote construction projects increase in size and complexity, being able to manage personnel schedules, delegate tasks, and check work progress can improve work efficiency and productivity. Hence, video conferencing and remote monitoring software have been attempting to pursue an immersive and intuitive experience, but with limited developments. To better achieve that, we propose a system with a natural user interface (NUI) that can offer a vivid experience, facilitating AEC personnel who is novice drone operator to interact with the Unmanned Aerial Vehicle (UAV) by voice instructions and body posture to conduct remote site surveying, monitoring, and inspections instead of physical visiting. In addition, the proposed system is capable of on-demand path planning and camera movements for various tasks and enhances the spatial experience. We integrate these techniques to develop a human-drone interface, including a VR simulator and a haptic vest system, which offer a perceivable experience of spatial presence for different purposes. Compared with other relative works, the proposed system allows users to actively control the viewing angle and movements in the remote space more intuitively. Moreover, drones can augment human vision and let users gain mobile autonomy.
keywords spatial presence, natural user interface, human-drone interaction, virtual reality, remote working, body posture recognition, speech recognition, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2020_232
id caadria2020_232
authors Lo, Tian Tian and Gao, Xinrui
year 2020
title From HCI to HVRI - How different will the interaction of digital architecture design be?
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 253-262
doi https://doi.org/10.52842/conf.caadria.2020.2.253
summary This paper contributes to the conference theme by looking at the human impact factors in the context of virtual reality interaction. The creation of architectural design drawings was done through pens and rulers in the beginning. Although the process is time-consuming, the connection of the mind and body is very close and every line drawn are done through the motion of the human body. The development of computer speed up the design process but the generation of the drawings are done with the keyboard and mouse. This human-computer interaction (HCI) disrupted the body-mind connection since the controls are now pointing, dragging and clicking. Architects were having a hard time accustoming to the new methods but gave up to the speed of its efficiency. However, architects never lose their skills to draw and sketch when brainstorming design. The coming of virtual reality (VR) provides an opportunity to bring back this connection. This paper explores the possibilities of human-virtual reality interaction (HVRI) through analysing the currently available VR tools and understand how close they are to this mind-body connection.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2018_050
id caadria2018_050
authors Lo, Tian Tian and Schnabel, Marc Aurel
year 2018
title Virtual & Augmented Studio Environment (VASE) - Developing the Virtual Reality Eco-System for Design Studios
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2018.1.443
summary Virtual Reality (VR) is being revived in major disciplines, including architecture. VR is no longer only employed for basic operations, such as construction of 3D models, dynamic renderings, closed-loop interaction, inside-out perspective and enhance sensory feedback. This paper explains how over the past twenty years technologies and software have evolved that a new eco-system for design processes have risen. This paper discusses how students made full use of both software and equipment in the whole design process; from ideas exploration to site analysis to form generation to design realization. Students have been exposed to a whole range of digital software tools in the beginning. As most of them were already familiar with modelling software, they have in particular been introduced to animation software, game engines and even 3D documentation software such as photogrammetry. Most importantly, they were led to IVE. The paper points out the benefits of adopting such methodology and the difficulties faced by the students at the various stages of the design process.
keywords Design Studio; Virtual Reality; Software and Equipment; Design Exchange
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2017_004
id caadria2017_004
authors Lo, Tian Tian, Schnabel, Marc Aurel and Moleta, Tane J.
year 2017
title Gamification for User-Oriented Housing Design - A Theoretical Review
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 63-72
doi https://doi.org/10.52842/conf.caadria.2017.063
summary Fluctuating economies and changing family demographics have increased the complexity in meeting the spatial needs for contemporary housing. Digital systems that allow flexibility are growing in demand but its rate of development is not catching up with the rapid changes. This paper explores how digital interventions can limit or help the process of collaborative design in high-density mass housing context. One key factor in user-oriented design system is participation. Many researchers have looked into system usability, design simplification and realistic visualisation to provide an immersive experience for users to engage the design. This paper argues how gamification acts as a form of decision support within a bigger framework model for a user-oriented digital design system. Using three levels of rules: constitutive rules, operational rules and implicit rules, the aim is for users to generate a housing design outcome not only for themselves but also collaboratively with other users through gamification.
keywords gamification; user-oriented; digital intervention; decision support; mass housing
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2016_045
id ecaade2016_045
authors Lo, Tian Tian, Schnabel, Marc Aurel and Moleta, Tane
year 2016
title A Simple System for Complex Mass Housing Design Collaborations - A system development framework
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 137-146
doi https://doi.org/10.52842/conf.ecaade.2016.2.137
wos WOS:000402064400013
summary Through the lens of participatory mass housing the paper explores the conference theme of simplicity and complexity. A suitable home is a deep rooted desire in the heart of people, and everyone has their own vision of what is a suitable home. Yet the multi-faceted social needs of housing and how they are being designed and developed in mass housing buildings appear too complex and appear too costly that the process would involve direct user participations. The authors have developed a Computer Aided Participatory Housing Design System (CAPHDS) to allow end users (future occupants) become active stakeholders in the design process with the aid of computational design instruments. These tools allow end users to actively engage in the process. The paper describes how a mass housing design process can be broken down into a set of simple tasks that encourage the active engagement and joint development of end users and architects with the proposed design.
keywords Participatory design; housing design system; computer-aided; bottom-up
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2019_439
id caadria2019_439
authors Lo, Tian Tian, Xiao, ZuoPeng and Yu, Henry
year 2019
title Designing 'Action Trigger' for Architecture Modelling Design within Immersive Virtual Reality
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 545-552
doi https://doi.org/10.52842/conf.caadria.2019.1.545
summary Architectural modelling is radically evolving with time. The introduction of VR into gaming and education has also encouraged architecture to integrate VR into its course of the design process. However, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components is mostly limited to enhancing visualisation, especially towards the corresponding design tasks. This opportunity lead to an increase in attempts to bring the modelling process into the immersive environment. This paper aims to challenge the current design capabilities within the immersive environment and introduce a new interaction method between the human and the virtual reality. The research in human-computer interaction (HCI) has been ongoing for years till present day to observe how humans interact with computers and design technologies. The appearance of the smartphone has extended this HCI research towards hand-carried devices. With VR, although the hardware is still considered 'computer', the interaction is very much different. Since the human is immersed in the virtual environment, the interaction is already beyond the traditional keyboard and mouse. This paper responds to the conference theme by capitalising the power of VR technology to bring new methods of HVRI to the architecture design process.
keywords VR; HVRI; Interaction; Action Trigger; Immersive
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2015_325
id cf2015_325
authors Lo, Tian Tian; Schnabel, Marc Aurel and Gao, Yan
year 2015
title ModRule: A user-centric mass housing design platform
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 325.
summary This paper presents a novel platform, ModRule, designed and developed to promote and facilitate collaboration between architects and future occupants during the design stage of mass housing buildings. Architects set the design-framework and parameters of the system, which allows the users to set their space requirements, budgets, etc., and define their desired way of living. The system utilizes gamification methodologies as a reference to promote incentives and user-friendliness for the layperson who has little or no architectural background. This enhanced integration of a both bottom-up approach (user-centric/player) with a top-down approach (architect-centric/game-maker) will greatly influence how architects design high rise living. By bridging the gap between the architect and the user, this development aims to instill a greater sense of belonging to people, as well as providing architects with a better understanding of how to give people more control over their living spaces. The paper also presents an evaluation of a design process that employed ModRule.
keywords Mass housing, collaborative design, participatory system.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2014_514
id caadria2014_514
authors Lo, Tian Tian; Serdar Aydin and Marc A. Schnabel
year 2014
title Collaborative Design with Quasi-Grammars
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 941–942
doi https://doi.org/10.52842/conf.caadria.2014.941
series CAADRIA
type poster
email
last changed 2022/06/07 07:59

_id ecaade2024_116
id ecaade2024_116
authors Lo, Tiantian; Wu, Yuhong; Bruyns, Gerhard; Elkin, Daniel K
year 2024
title Enhancing Immersion in Virtual Spaces: PhytualBlend - a real-time interaction system for seamless physical feedback
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 129–138
doi https://doi.org/10.52842/conf.ecaade.2024.2.129
summary As an extension of physical space, VR and MR technologies offer convenient solutions for spatial and product design by providing immersive user experiences. Nevertheless, these technologies are limited in their ability to provide physical feedback, which can lead to a perceived disconnection between visual, auditory, and bodily sensations. This paper introduces PhytualBlend, an innovative real-time interaction system designed to enhance the physical feedback experience within virtual environments. The system employs perceptual and executive hardware driven by development boards as its hardware components. User’s operation on physical entities can be synchronized seamlessly to server-based virtual world through a local information hub, including position, orientation, and haptic interaction. Diverse interaction modes within the virtual world trigger corresponding feedback in the physical space, encompassing tactile vibrations, thermal sensations, visual illumination, and object deformations. Our prototypical demonstrates remarkable performance, achieving a frame rate exceeding 60 frames per second with imperceptible network latency. The modular design of PhytualBlend enables efficient and scalable expansion of various physical feedback, interactive modes, and new virtual environments. PhytualBlend bridges the gap between the virtual and physical worlds, enabling remote collaboration participants to experience and interact with virtual contents in a more tangible and realistic manner.
keywords Virtual Reality, IoT, Physical Feedback, Embedded hardware, Interaction System
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2024_109
id caadria2024_109
authors Lo, Tzu-Hsien and Liu, BoSheng
year 2024
title Extruding Dredged-Based Material for Concrete Formwork through Rapid Liquid Printing
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 321–328
doi https://doi.org/10.52842/conf.caadria.2024.3.321
summary The research delves into investigating the printed reusable Dredged-Based Material (DBM) concrete formwork using Rapid Liquid Printing (RLP) technology, revealing its potential impact on existing concrete construction by substituting sacrificial formwork usage. This is an initial exploration of the Rapid Liquid Printing process injecting Dredged-Based-Material material (M1) into the water environment (M2), where the water acts as the suspension and phase-changing accelerator. The Dredged-Based Material injection involves meticulously blended dredged material with bio-based cetyl palmitate. This paper focuses on designing and implementing an extrusion system and the extruder head utilizing stepper motors to control the flow rate, ensuring a stable extrusion state while monitoring the temperature. The Dredged-Based Material for the Rapid Liquid Printing experiment uncovered the challenge and the solution of creating a consistent extrusion through a custom extruder that can maintain the Dredged-Based-Material workability and construct a proportionally scaled prototype to validate the findings and practicality for the Dredged-Based Material Rapid Liquid Printing approach.
keywords Rapid Liquid Printing, Dredged-Based Material, Reusable Material, 3D Printed Formwork, Reusable Concrete Formwork
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2024_181
id caadria2024_181
authors Lo, Wei Che and Wang, Shih-Yuan
year 2024
title Fungus Mesh: Non-woven Self-supporting Assemblies
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 201–210
doi https://doi.org/10.52842/conf.caadria.2024.3.201
summary This study aims to develop the application and exploration of digital manufacturing technology in the design of textile composite materials in the digital fabrication. The inspiration for this study comes from the folds of mushrooms and resulting caps. In nature, many organisms grow flexible bodies as structural systems instead of relying on hard bones. This raises the question of whether soft textile materials can also have the potential to serve as structural support materials. Research is divided into three parts. The first part aims to understand the application of non-woven fabrics in the construction field, and examine the manufacturing and reprocessing methods of composite materials. The second part aims to establish the logic of form finding and shape optimization. The third part is the design and manufacturing stage. This research not only establishes a digital fabrication work-flow based on composite fabric materials but also develops a large-scale self-supporting structure as a verification of this process.
keywords Nonwoven Fabric, Soft material, Material-Based Fabrication, Bio-inspired, Bending Active
series CAADRIA
email
last changed 2024/11/17 22:05

_id sigradi2003_053
id sigradi2003_053
authors Lobato Valdespino, Juan Carlos
year 2003
title El modelo diagramático informatizado como análisis prefigurativo del espacio arquitectónico contemporáneo (The schematic computer model as the prefigurative analysis of contemporary architectural space)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The foreshadowing and transfiguration of architectural space using digital technologies proposes a new order among the physical, symbolic and digital interrelations, where these entities coexist, not only as part of the process that orchestrates thought, but as important mechanisms within the creative process. So we accept that the potentiality of a computerized diagrammatic model expresses more that simply functional aspects, becoming the representation of thought, problems solving and communication, developing images that allow us to explore and to evaluate alternatives, bringing closer objects that we perceive by means of the senses, as well as those that we imagine or dream of.
keywords Diagrammatic models, computerized models, design process
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2007_af18
id sigradi2007_af18
authors Lobato Valdespino, Juan Carlos
year 2007
title Didactic application of the web 2.0, in the workshop of architectural composition - Virtual workshop of architecture a pilot project of the Facultad de Arquitectura de la Universidad Michoacana de San Nicolás de Hidalgo [Aplicación didáctica de la Web 2.0, en el Taller de Composición Arquitectónica. Taller Virtual de Arquitectura un proyecto piloto de la Facultad de Arquitectura de la Universidad Michoacana de San Nicolás de Hidalgo]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 210-214
summary Under the situational analysis of the implications in the process of career education of the contemporary architect a conceptual frame appears where across didactic strategies and the utilization of the new technologies of the information and the communication (TIC), a complementary link is established between the students and the teacher, of such luck that the work of the academy sees reinforced and enriched, with the interest of obtaining qualitative and quantitatively better results.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2022_113
id sigradi2022_113
authors Lobato Valdespino, Juan Carlos; Flores Romero, Jorge Humberto
year 2022
title Digital-cultural inclusion ERT / VDS; workshop indigenous housing for Purépechas Autonomous Communities.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1053–1062
summary Since March 2020, architecture schools in the world took significant decisions to abandon face-to-face learning; overnight, for security reasons, institutions around the world had to close their doors, confining professors, and students at home to teach online. Education before the Covid-19 pandemic was moving towards digitalization and online teaching, so the emergency exponentially detonated this phenomenon, bringing the Virtual Design Studio (Virtual Design Studio, VDS) as a practical-pedagogical option for distance education. Therefore, defining the concept of Emergency Remote Teaching (ERT). Firstly, the identification and intercession of the previous notions, this work approaches an applicative case with the realization of a workshop, which under the modality Multilevel Workshop -also called Vertical Workshop-, the Faculty of Architecture of the UMSNH proposed to integrate knowledge, skills, and competences under the scheme of Problem Based Learning (PBL).
keywords ERT, VDS, Design, Habitat, Architecture
series SIGraDi
email
last changed 2023/05/16 16:57

_id cdc2008_221
id cdc2008_221
authors Lobel, Josh
year 2008
title The representation of post design(v.) design(n.) information
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 221-228
summary Attempts to address interoperability issues in digital design information have become stilted. A lack of any real success is more indicative of the questions asked rather than the solutions proposed. If design information is the progenitor of design representation, and representation is a method by which to encode, store, and distribute design information, then the issues associated with digital design information can be seen as special cases of the general the problems associated with communication. Considering a representation by asking: ‘What is the information that needs to be communicated?’ and, ‘With whom is this information being communicated?’ may provide a better perspective from which to assess specific technological problems such as software interoperability. The goal of this paper is a call to attention – an exercise in critical thought and a provocation. Can re-conceptualizing the problems with the representation and interoperability of digital design information as generic problems of communication offer insight on novel solutions? A brief overview of the challenges posed to interoperability is presented along with current and past efforts to address this issue. An alternative methodology for the communication of design information via process rather than state descriptions is proposed, followed by a summary conclusion.
email
last changed 2009/01/07 08:05

_id eaea2015_t1_paper05
id eaea2015_t1_paper05
authors Lobo de Carvalho, Jose Maria; Heitor, Teresa
year 2015
title The Adaptive Reuse of the Arco do Cego ancient Car-Barn Structure in Lisbon
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.61-70
summary This paper presents the example of the reconversion of an important tram station from the origins of electricity in Portugal that was still in use until the late 1990’s but became redundant since then. Its significant urban presence and the importance of preserving the memory of the old trams that were still in use some years ago in Lisbon, led to an innovative solution, combining public value and heritage protection. In 2011, the Lisbon City Council agreed to give the building and its site for university use, namely to be transformed into a student’s facility, as a study, leisure, recreational and cultural space of the IST, open 24h a day. This new university building, located just one block away from the traditional IST compound, was called IST Learning Center and extended the notion of campus outside its walls and into the city’s urban fabric.
keywords reconversion; university; tram
series EAEA
email
last changed 2016/04/22 11:52

_id sigradi2006_c003c
id sigradi2006_c003c
authors Lobos Calquin, Danny
year 2006
title Diseño Plausible de Trazados de Piso. Una Metodología basada en Herramientas de la Tecnología Informática. [Reasonable design of Layouts of Floor. A Methodology based on Tools related to Computer Science]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 293-298
series SIGRADI
email
last changed 2016/03/10 09:55

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