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 b34d
authors Russell, P., Kohler, N., Forgber, U., Koch, V. and Rügemer, J.
year 1999
title Interactive Representation of Architectural Design: The Virtual Design Studio as an Architectural Graphics Laboratory
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 459-465
doi https://doi.org/10.52842/conf.ecaade.1999.459
summary This paper introduces the Virtual Design Studio (VDS), an internet based design studio environment established by ifib. VDS transfers lessons learned through research projects in the field of Computer Supported Co-operative Work (CSCW) being carried out at ifib into design education. By training for interdisciplinary co-operation within the design process, the students will become better prepared for the flexibility and co-operability required in planning situations. Increasing the communication and co-operation in the planning process can be achieved through the implementation of IT based virtual workspaces. In the design studio setting, this is done through the use of available internet software and technologies. The methodology of the VDS is briefly described including specific assignments intended to focus student investigations into specific areas including the representation of their work using the world wide web. The pedagogical expectations are discussed and anecdotal evidence precedes an general evaluation of the teaching method. The authors postulate that one of the unintended by-products of the studio is the evolution of an effective use of interactivity in the presentation of design concepts, ideas and solutions. A handful of student work is presented to describe the different approaches taken in using the world wide web (WWW) to display project work. A description of the local evolution (VDS specific) of graphical methods and technologies is followed by a comparison with those used in traditional settings. Representation is discussed with focus on the ability of the WWW to replace, augment or corrupt other methods of presentation. The interactive nature of web based presentations induces alterations to the narration of architectural work and can enhance the spatial perception of design space. Space Perception can be enabled through geometrically true VRML representations, the inclusion of auditory sensations, the abstraction of representation through the use of advertising techniques as well as the introduction of non-linear narrative concepts. Examples used by students are shown. A critical assessment of these new representational methods and the place of current new media within the context of architectural representation is discussed.
keywords Virtual Design Studio, Architectural Graphics, Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_id 988d
authors Russell, Peter and Forgber, Uwe
year 2000
title The E-Talier: Inter-university Networked Design Studios
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 45-50
doi https://doi.org/10.52842/conf.ecaade.2000.045
summary The widespread infiltration of internet based variations of traditional areas of society (e-commerce, e-business, e-mail etc.) will not spare the halls of academia in its propagation. The term courseware is well nigh 20 years old and considerable research and development has been done in bringing network based distributed courses to university consortiums including those in architecture and civil engineering. Indeed, the European Commission has recently approved funding for a 3-year web-based virtual university of architecture and construction technology: the WINDS project led by the University of Ancona. Such attempts to create e-courses are largely an extension of typical courseware where the syllabus is quantified and divided into lessons for use by the students alone or in conjunction with their tutors and professors. This is quite adequate in conveying the base knowledge of the profession. However, the tenants of being an architect or engineer involve the deft use of that unwieldy named and deliciously imprecise tool called "design". Teaching design sooner or later involves the design studio: a pedagogically construed environment of simulation intended to train, not teach the skills of designing. This is fundamentally different from normal courseware. A network based design studio (Etalier) must be able to reflect the nature of learning design. Design studios typically involve specifically chosen design problems, researched supporting information to assist design decisions, focussed discussions, individual consultation and criticism, group criticism, public forums for presentation discussion and criticism as well as a myriad of informal undocumented communication among the students themselves. So too must an Etalier function. Essentially, it must allow collaboration through communication. Traditional barriers to collaboration include language, culture (both national and professional) and distance. Through the internet's capricious growth and the widespread use of English as a second language, the largest hurdle to attaining fruitful collaboration is probably cultural. In the case of an Etalier in a university setting, the cultural difficulties arise from administrative rules, the pedagogical culture of specific universities and issues such as scheduling and accreditation. Previous experiments with virtual design studios have demonstrated the criticality of such issues. The proposed system allows participating members to specify the degree and breadth with which they wish to partake. As opposed to specifying the conditions of membership, we propose to specify the conditions of partnership. Through the basic principal of reciprocity, issues such as accreditation and work load sharing can be mitigated. Further, the establishment of a studio market will allow students, tutors and professors from participating institutions to partake in studio projects of their choosing in accordance with their own constraints, be they related to schedule, expertise, legal or other matters. The paper describes these mechanisms and some possible scenarios for collaboration in the Etalier market.
keywords e-Studio, Virtual Design Studio, Courseware, CSCW
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id 1992
authors Russell, Peter
year 2002
title Using Higher Level Programming in Interdisciplinary teams as a means of training for Concurrent Engineering
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 14-19
doi https://doi.org/10.52842/conf.ecaade.2002.014
summary The paper explains a didactical method for training students that has been run three times to date. The premise of the course is to combine students from different faculties into interdisciplinary teams. These teams then have a complex problem to resolve within an extremely short time span. In light of recent works from Joy and Kurzweil, the theme Robotics was chosen as an exercise that is timely, interesting and related, but not central to the studies of the various faculties. In groups of 3 to 5, students from faculties of architecture, computer science and mechanical engineering are entrusted to design, build and program a robot which must successfully execute a prescribed set of actions in a competitive atmosphere. The entire course lasts ten days and culminates with the competitive evaluation. The robots must navigate a labyrinth, communicate with on another and be able to cover longer distances with some speed. In order to simplify the resources available to the students, the Lego Mindstorms Robotic syshed backgrounds instaed of synthetic ones. The combination of digitally produced (scanned) sperical images together with the use of HDR open a wide range of new implementation in the field of architecture, especially in combining synthetic elements in existing buildings, e.g. new interior elements in an existing historical museum).ural presentations in the medium of computer animation. These new forms of expression of design thoughts and ideas go beyond mere model making, and move more towards scenemaking and storytelling. The latter represents new methods of expression within computational environments for architects and designers.its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosg and programming a winning robot. These differences became apparent early in the sessions and each group had to find ways to communicate their ideas and to collectively develop them by building on the strengths of each team member.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id ea19
authors Russell, Peter
year 2002
title Teaching Concurrent Engineering Using Intensive Interdisciplinary Robotic Workshops
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 361-368
doi https://doi.org/10.52842/conf.caadria.2002.361
summary The métier of architecture is, contrary to the myth of the single visionary architect, one of co-ordinated interdisciplinary teamwork. For students of architecture, this concept can be somewhat abstract without the chance for hands-on experience in working in such teams. The authors contend that this type of co-operation is better trained than taught. As a consequence, the authors have sought to create a pedagogical framework for training interdisciplinary work: Furthermore, by using assignments that call for concurrent engineering, the framework allows students to understand the complexities of integrated planning practices. The paper explains the methods and results of workshops carried out at two Universities over the past one and one-half years. Students are arranged in small teams of 3-5 students consisting optimally of architects, engineers and computer programmers. The assignment is to build and program a robot to successfully execute a prescribed set of objectives. The 10- day workshop is carried out as a competition in order to accelerate the development process and to focus the design work to a specific goal.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 1bb0
authors Russell, S. and Norvig, P.
year 1995
title Artificial Intelligence: A Modern Approach
source Prentice Hall, Englewood Cliffs, NJ
summary Humankind has given itself the scientific name homo sapiens--man the wise--because our mental capacities are so important to our everyday lives and our sense of self. The field of artificial intelligence, or AI, attempts to understand intelligent entities. Thus, one reason to study it is to learn more about ourselves. But unlike philosophy and psychology, which are also concerned with AI strives to build intelligent entities as well as understand them. Another reason to study AI is that these constructed intelligent entities are interesting and useful in their own right. AI has produced many significant and impressive products even at this early stage in its development. Although no one can predict the future in detail, it is clear that computers with human-level intelligence (or better) would have a huge impact on our everyday lives and on the future course of civilization. AI addresses one of the ultimate puzzles. How is it possible for a slow, tiny brain{brain}, whether biological or electronic, to perceive, understand, predict, and manipulate a world far larger and more complicated than itself? How do we go about making something with those properties? These are hard questions, but unlike the search for faster-than-light travel or an antigravity device, the researcher in AI has solid evidence that the quest is possible. All the researcher has to do is look in the mirror to see an example of an intelligent system. AI is one of the newest disciplines. It was formally initiated in 1956, when the name was coined, although at that point work had been under way for about five years. Along with modern genetics, it is regularly cited as the ``field I would most like to be in'' by scientists in other disciplines. A student in physics might reasonably feel that all the good ideas have already been taken by Galileo, Newton, Einstein, and the rest, and that it takes many years of study before one can contribute new ideas. AI, on the other hand, still has openings for a full-time Einstein. The study of intelligence is also one of the oldest disciplines. For over 2000 years, philosophers have tried to understand how seeing, learning, remembering, and reasoning could, or should, be done. The advent of usable computers in the early 1950s turned the learned but armchair speculation concerning these mental faculties into a real experimental and theoretical discipline. Many felt that the new ``Electronic Super-Brains'' had unlimited potential for intelligence. ``Faster Than Einstein'' was a typical headline. But as well as providing a vehicle for creating artificially intelligent entities, the computer provides a tool for testing theories of intelligence, and many theories failed to withstand the test--a case of ``out of the armchair, into the fire.'' AI has turned out to be more difficult than many at first imagined, and modern ideas are much richer, more subtle, and more interesting as a result. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry{poetry}, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavor. In this sense, it is truly a universal field.
series other
last changed 2003/04/23 15:14

_id acadia19_606
id acadia19_606
authors Russo, Rhett
year 2019
title Lithophanic Dunes: The Dunejars
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 606-615
doi https://doi.org/10.52842/conf.acadia.2019.606
summary The design of masonry, tile, and ceramics is an integral part of architectural history. High fired clays are unique in that they are amorphous, vitreous, and translucent. Similar types of light transmission through minerals and clays has been achieved in window panes using alabaster or marble, but unlike porcelain these cannot be cast, and they are susceptible to moisture. Additionally, glass and metal are commonly used to glaze ceramics, and this provides further possibility for the combination of translucency with surface ornamentation and decaling. It is within this architectural lineage, of compound stone and glass objects, that the Dunejars are situated. The Dunejars are translucent porcelain vessels that are designed as lenses to transmit different wavelengths of light into intricate and unexpected patterns. Similar recipes for porcelain were developed using wax positives during the 19th century to manufacture domestic Lithophanes; picturesque screens made of translucent porcelain, often displayed in windows or produced as candle shades (Maust 1966). The focus of the research involves pinpointing the lithophanic qualities of the clay so that they can be repeated by recipe, and refined through a digital workflow. The methods outlined here are the product of an interdisciplinary project residency at The European Ceramic Workcenter (Sundaymorning@EKWC) in 2018 to make tests, and obtain technical precision in the areas of, plaster mold design, slip-casting, finishing, firing, and glazing of the Dunejars. The modular implementation of these features at the scale of architecture can be applied across a range of scales, including fixtures, finishes and envelopes, all of which merit further investigation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id 4ee4
authors Rutherford, James H.
year 1993
title Knodes: Knowledge-Based Design Decision Support
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 357-374
summary This paper describes the work in progress to develop a knowledge-based design support (KNODES) environment. The KNODES environment is intended to improve a designer's decision making potential, and to assist designers in a broad range of disciplines by making design knowledge and information more accessible. The framework exists as a multi-layered knowledge-based system reflecting both generic and domain specific aspects of the design activity and is designed to: enable the rapid dissemination of new design information, thus responding to shifts in design standards; take advantage of existing empirical design tools in unstructured areas of the design process; accommodate changes in user expectations and technological innovations at both the system and domain levels thus ensuring long term continuity and support,- offer multiple view points of the same design data by means of interchangeable interpreters. A prototype building design framework configured using the KNODES development tools is used to illustrate some of the salient features of the framework. Finally the paper will conclude with some insights into how such a design framework may be used as a knowledge acquisition tool in order to derive and formalise models of the design process.
keywords Computer-Aided Design, Design Frameworks, Multi-Level Knowledge-based Systems, Blackboard Architecture
series CAAD Futures
last changed 1999/04/07 12:03

_id sigradi2003_122
id sigradi2003_122
authors Ryan, John
year 2003
title Virtual2Reality: The Virtual Shift of the Geographer’s Exploration Paradigm
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Virtual2Reality mapping is a remote desktop exploration of the world using world-view and plan-view perspectives similar to that used in the historical geographer paradigm of exploration, the use of maps in support of the physical exploration of specific world locales. This new virtual shift in the paradigm provides real time remote visualization and collaboration using digital panoramic images - mimetic renditions of realworld locales (especially those with limited accessibility). The procedure embeds these panoramic renditions at geographical referenced locales in digital plan-view maps to produce a 'Virtual2Reality' mapping construct. The structure facilitates collaborative spatial decision making by providing a common structure for all stakeholders.
keywords Virtual2Reality; geographic exploration paradigm; visualization; collaborative spatial decision support
series SIGRADI
email
last changed 2016/03/10 09:59

_id e056
authors Ryan, N.
year 1996
title Computer based visualisation of the past: technical 'realism' and historical credibility
source Imaging the past: electronic imaging and computer graphics in museums and archaeology. P. Main, T. Higgins and J. Lang. London, The British Museum, pp. 95-108
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
last changed 2001/06/04 20:41

_id ascaad2007_009
id ascaad2007_009
authors Ryan, R. and M. Donn
year 2007
title 3 dimensional, digital, interactive, multilayered information models for enhancing decision making by two end-user groups within the Urban Planning industry: A Case Study to quantify the benefit or otherwise over alternative 2 dimensional systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 95-110
summary This research investigates the potential of 3 dimensional (3D), digital, interactive, multilayered information models, to enhance users’ understanding of sets of geographic and building information, allowing them to make quicker and more informed decisions, than when using alternative 2D methods. The research aims to quantify the benefit or otherwise of 3D methods of information interrogation over 2D methods by developing a test based around the decision making of two widely disparate user-groups within the Urban Planning industry. The underlying purpose of the research is to examine the human ability to interact with and understand datasets of information which are represented in the digital world. This paper specifically focuses on the methodology by which a robust test is developed to be carried out, thus proving or disproving the advantages of 3D display of information when compared to 2D. The ability to apply this same test to additional case studies in the future is a major consideration in the research design. There is a specific focus on integrating and testing a range of research instruments to best establish “language” of the industry and user groups within it, before conducting the major case study. The final research approach adopted is develop and present functional prototype models in a focus group scenario, involving hands-on interactive comparable 2D and 3D tasks, individual feedback surveys and group discussions.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 6e61
authors Rychener, M.D., Farinacci, M.L. and Hulthage, I. (et al)
year 1986
title Integration Of Multiple Knowledge Sources in ALADIN, An Alloy Design System
source [3], 10 p. Pittsburgh, PA: Engineering Design Research Center, CMU, September, 1986. EDRC-05-04-86. includes bibliography
summary ALADIN is a knowledge-based system that aids metallurgists in the design of new aluminum alloys. Alloy design is characterized by creativity, intuition and conceptual reasoning. In this paper, the authors describe their approach to the challenges of applying artificial intelligence to this domain, including: how to focus the search, how to deal with subproblem interactions, how to integrate multiple, incomplete design models, and how to represent complex, metallurgical structure knowledge
keywords engineering, applications, design, methods, knowledge, representation
series CADline
last changed 2003/06/02 14:41

_id 6045
authors Rychener, Michael D.
year 1984
title Expert systems for Engineering Design : Problem Components, Technique, & Prototypes
source 31 p. : charts Design Research Center, CMU, March, 1984. DRC-0502-83. includes bibliography
summary A number of problems in diagnosis and engineering design can be solved by using current expert system techniques. This paper enumerates the main components of such problems and the steps that are taken in solving them. A few prototypical artificial intelligence systems embody techniques that can be applied to engineering problems are surveyed, and their relevance to components of design problems is discussed. Some expert system in design domain are summarized, with emphasis on aspects that can illustrate wider applicability of the techniques
keywords expert systems, AI, problem solving, design, methods, engineering
series CADline
last changed 2003/06/02 13:58

_id fb8e
authors Rychter, Zenon
year 1997
title Objectware: from C++ towards CAD++
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 287-297
summary Objectware is software supporting the object-oriented paradigm. Object orientation controls complexity through thinking in natural terms. The approach unifies all stages of complex system development: analysis, design, and programming. It applies to software design, from operating systems to CAD packages, as well as all fields of engineering design, CAD based or not. The paper discusses what next generation CAD, object-oriented CAD or CAD++ will be like by studying the philosophy behind the C++ object-oriented programming language, which most CAD++ software developers use.
series AVOCAAD
last changed 2005/09/09 10:48

_id 6311
authors Rychter, Zenon
year 1998
title Event Driven Turtle as Pattern Generator
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 163-176
summary Computer programming is a powerful exploratory design tool. A simple algorithm can produce results of unexpected complexity, variety, and appeal. By mimicking evolution in nature, rich global states are gradually developed over time by iteration of elementary local rules. Fractal images and life-game simulations are two well known examples. This paper presents a pattern-generating application based on the walking turtle metaphor. The turtle has an intelligence of its own, can be randomly disturbed or directed interactively by the user. Several snapshots are shown of amazingly diverse patterns left by the turtle walking in various modes. Advantages of object-oriented visual programming environments for rapid application development are discussed.
series plCAD
last changed 1999/04/08 17:16

_id eaea2015_t2_paper14
id eaea2015_t2_paper14
authors Rynkowska-Sachse, Anna
year 2015
title Architectural Means of Expression in the Creation of Contemporary Heritage Interpretation Centres and Their Role in Envisioning Heritage. Examples from South Africa
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.259-267
summary Heritage Interpretation Centres are specially created facilities for evaluation of the cultural and/or natural heritage of a given area and its transformation into an educational, cultural or tourism product. Approach to heritage and architectural means of expression in the creation of contemporary Heritage Interpretation Centres and the impact on users, especially European ones, are presented on the example of buildings from South Africa (The Mapungubwe Interpretation Centre, Alexandra Interpretation Centre, Freedom Park). Field studies of selected buildings allowed an assessment of how effective and easy to read the message of cultural heritage was for people from the outside, and by what architectural means it was possible.
keywords Contemporary Heritage Interpretation Centre; architectural means of expression; South Africa
series EAEA
email
last changed 2016/04/22 11:52

_id cf2007_541
id cf2007_541
authors Ryu, Jaeho; Ryuzo Ohno
year 2007
title A Novel Room Re-Layout Design Tool for Preparedness of Earthquake Disaster Using Real-Time Physics Simulation and Force-Feedback Interface
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 541-554
summary The virtual reality (VR) generated by computer graphics (CG) has developed very rapidly in accordance with the rapid improvement of computer hardware and CG algorithms. Not only visual still images but also the representation of the behavior of virtual objects has became possible owing to real-time physics simulation, which can provide a high sense of presence to users. Adopting the real-time physics simulation and the force-feedback interface to the architectural design process in VR could make it more realistic by providing a sense of virtual objects such as the weight of the mass, tactile sensation, and interaction between virtual objects and users. As a pilot application of real-time physics simulation and the force-feedback interface in the architectural field, we are developing an educational VR system for earthquake disaster preparedness through a room re-layout design process.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ecaade2012_128
id ecaade2012_128
authors Ryu, Jung Rim; Kim, Seung Bae; Kim, Jun Gyu; Lee, Sang Bok; Choo, Seung Yeon
year 2012
title Everyone has Idea, Everyone Can Be Architect: Our First Step for Finding a Good Architecture
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 667-676
doi https://doi.org/10.52842/conf.ecaade.2012.2.667
wos WOS:000330320600072
summary It is an immutable truth that architecture ultimately exists for humans. Similarly, it is a well-known fact that countless architectural concepts derived and evolved to restrain development, to control building projects and to consider environment are eventually for the benefit of humans. Architecture today, however, is in the hands of a few renowned architects even though it is supposed to refl ect human beings and times and to work for everyone. Is it too much to say that everyone should have a say in the space used by many? In that respect, we have devised DADL System. Anyone, Anytime, Anywhere. The system is an architectural game that stimulates human instincts, has online communities and is easily accessible by Anyone Anytime and Anywhere (3A Rules). DADL System aims to gather users’ ideas and develop architecture, which is essentially enabled by the ‘Advise’ feature. Advise is designed to lead users to think about architecture voluntarily and to guide them to express their ideas. The structure and contents of Advises are very important factors in DADL System. Also, it is divided into two domains, i.e. Web and Mobile, where data exchange is enabled via cloud computing, establishing a base in compliance with the ‘3A’ Rules. The DADL System supports the architecture of everyone without relying on opinions of a few, so as to open the infi nitive potential for communication between architecture and humans, which today’s architecture should advocate.
keywords Digital Architecture; Design Creativity; Social Network Service; Web-based Design; Communication
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2016_497
id caadria2016_497
authors Ryu, Jungrim; Jaehong Jun, Seunghyeon Lee and Seungyeon Choo
year 2016
title A Study on Development of the IFC-based Indoor Spatial Information for Data Visualisation
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 497-506
doi https://doi.org/10.52842/conf.caadria.2016.497
summary MOLIT authorised Indoor Spatial Information as Basic spa- tial information in 2013. It became a legal evidence for constructing and managing Indoor Spatial Information. Although it has a little ad- vantage to utilise as service level that Indoor Spatial Information by laser scan or measurement, it has a lot of problems such as consuming many resources, requiring additional progresses for inputting Object Information. In conclusion, it is inefficient to utilise for the mainte- nance and domestic AEC/FM field. The purposes of this study is to output Indoor Spatial Information by operating IFC model which based on open BIM and to improve availability of Indoor Spatial In- formation with data visualisation. The open-sources of IFC Exporter, an inner program of Revit, is used to output Indoor Spatial Infor- mation. Directs 3D Library is also operated to visualise Indoor Spatial Information. It is possible to inter-operate between XML format and the objects of Indoor Spatial Information. It can be utilised in various field as well. For example COBie linkage in facility management, construction of geo-database using air-photogrammetry of UA V , the simulation of large-scale military operations and the simulation of large-scale evacuation. The method that is purposed in this study has outstanding advantages such as conformance with national spatial in- formation policy, high level of interoperability as indoor spatial in- formation objects based on IFC, convenience of editing information, light level of data and simplifying progress of producing information.
keywords Indoor spatial information, data visualisation, open BIM, IFC
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2003_063
id sigradi2003_063
authors Rábano, M., Andrade, A. and Ricco, S.
year 2003
title Cuatro modalidades de apropiación del medio digital (Four modalities for the apropiation of digital media)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The digital world-society's relationship effects and consequences takes form in the architecture, meanwhile the digital mediating design process's participation and constitute an adaptation formal attribute. Itself consequences are difference answers and processing methods corresponding the digital standard used, the work's context side influence and the singular digital environment to ascribe. There are different adaptation ways to consider by the digital environment, thought models, project process types and formal characteristics to conceive four patterns: carnal, cultural, intellectual and practical. This possible practice projection map displays the formal language renewal range and the discipline's values management, and try to bring some variety emergent proposal's comprehension.
keywords Architecture, mediating, digital, thought
series SIGRADI
email
last changed 2016/03/10 09:59

_id acadia21_492
id acadia21_492
authors Römert, Olivia; Zboinska, Malgorzata A.
year 2021
title Aligning the Analog, Digital, and Hyperreal
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 492-501.
doi https://doi.org/10.52842/conf.acadia.2021.492
summary This work explores the relevance of photogrammetry-generated errors for contemporary architectural design. Unlike approaches featuring correction or elimination of such errors, this study demonstrates how they can be accommodated in the design process to expand its exploratory boundaries and emancipate the designer from the need of ultimate control. The work also highlights the relevance of software error explorations in the context of modern media culture theory and critical discourses on computer-generated imagery. By exploring the errors of photogrammetry, the study sought to highlight its potential as a creative exploration medium instead of a mere representation tool, using new interventions to an existing building as an experimental brief. Conducting the explorations within the philosophical framework of Jean Baudrillard's four orders of the image, and relating them to contrasting discourses, allowed to coin their most important creative and esthetic values. It revealed how surplus, leftover and undesirable data can be harnessed to provide a critical trajectory, through computation, to fields like historic preservation and adaptive reuse. The study concludes by proposing that photogrammetry errors, although distancing the digital representation from an accurate depiction of analog reality, do not deprive it of new meaning. Conversely, they generate new esthetic, spatial and functional qualities that uncover alternative, critical ways of architectural creation. Conducting error explorations in the context of philosophies debating the value of the real and hyperreal increases their discursive potential, legitimizing the agency of software errors in architectural computing.
series ACADIA
type paper
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