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

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Hits 1 to 20 of 548

_id 1d83
authors Dodge, M., Doyle, S. and Smith, A.
year 1998
title Visual Communication in Urban Planning and Urban Design
source Working Paper 2; Centre for Advanced Spatial Analysis Working Papers; London; June 1998
summary This Case Study documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web (WWW). First, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. The use of Virtual Worlds and their role in visualising urban form within multi-user environments is reviewed. The use of Virtual Worlds is developed into a study of the possibilities and limitations of Virtual Internet Design Arena's (ViDA's), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDA's is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan. Secondly, the role of photorealistic media in the process of communicating plans is examined. The process of creating photorealistic media is documented, and examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is that, although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling in the creation of Augmented Reality is reviewed. Augmented Reality is seen to provide an important step forward in the ability quickly and easily to visualise urban planning and urban design information. Third, the role of visual communication of planning data through GIS is examined in terms of desktop, three dimensional, and Internet based GIS. The evolution to Internet GIS is seen as a critical component in the development of virtual cities that will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality. Finally, a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design.
series other
last changed 2003/04/23 13:50

_id a2b0
id a2b0
authors Charitos, Dimitrios
year 1998
title The architectural aspect of designing space in virtual environments
source University of Strathclyde, Dept. of Architecure and Building Science
summary This thesis deals with the architectural aspect of virtual environment design. It aims at proposing a framework, which could inform the design of three-dimensional content for defining space in virtual environments, in order to aid navigation and wayfinding. The use of such a framework in the design of certain virtual environments is considered necessary for imposing a certain form and structure to our spatial experience in there.

Firstly, this thesis looks into literature from the fields of architectural and urban design theory, philosophy, environmental cognition, perceptual psychology and geography for the purpose of identifying a taxonomy of spatial elements and their structure in the real world, on the basis of the way that humans think about and remember real environments. Consequently, the taxonomy, proposed for space in the real world is adapted to the intrinsic characteristics of space in virtual environments, on the basis of human factors aspects of virtual reality technology. As a result, the thesis proposes a hypothetical framework consisting of a taxonomy of spatial and space-establishing elements that a virtual environment may comprise and of the possible structure of these elements.

Following this framework, several pilot virtual environments are designed, for the purpose of identifying key design issues for evaluation. As it was impossible to evaluate the whole framework, six specific design issues, which have important implications for the design of space in virtual environments, are investigated by experimental methods of research. Apart from providing answers to these specific design issues, the experimental phase leads to a better understanding of the nature of space in virtual environments and to several hypotheses for future empirical research.

series thesis:PhD
email vedesign@otenet.gr
last changed 2003/10/29 20:37

_id ab2e
authors Cheng, Nancy Yen-Wen
year 1998
title Wayfinding In Cyberspace - Negotiating Connections between Sites
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 83-92
summary As the number of 3D virtual worlds grow, the distributed nature of the Internet will juxtapose many different kinds of spatial environments. Moving between these environments can be disorienting due to the lack of structural continuity. How can we create an easily navigable experience in a realm so different from the stable, natural world that we inhabit? This paper provides background about navigating virtual worlds, discusses the boundary gaps and describes efforts in how to bridge these gaps. Using examples from an academic exercise, archetypes of negotiated connections between sites are proposed.
keywords Electronic Design Media, Virtual Reality, Precedence and Prototypes
series CAADRIA
email nywc@darkwing.uoregon.edu
more http://www.caadria.org
last changed 1998/12/02 13:45

_id fb22
authors Chien, Sheng-Fen
year 1998
title Supporting information navigation in generative design systems
source Camegie Mellon University, School of Architecture
summary Generative design systems make it easier for designers to generate and explore design altematives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed to enable designers to access the information with ease. Such aids may improve the usability of generative design systems and encourage their use in architectural practice. This dissertation presents a comprehensive approach to support navigation in generative design systems. This approach takes account of studies related to human spatial cognition, wayfinding in physical environments, and information navigation in electronic media. It contains a general model of design space, basic navigation operations, and principles for designing navigation support. The design space model describes how the space may grow and evolve along predictable dimensions. The basic operations facilitate navigation activities in this multi-dimensional design space. The design principles aim at guiding system developers in creating navigation utilities tailored to the needs of individual design systems. This approach is validated through prototype implementations and limited pilot usability studies. The validity of the design space model and basic navigation operations is examined through the development of a design space navigation framework that encapsulates the model and operations in a software environment and provides the infrastructure and mechanisms for supporting navigation. Three prototype navigation tools are implemented using this framework. These tools are subjected to usability studies. The studies show that these tools are easy to leam and are efficient in assisting designers locating desired information. In summary, it can be demonstrated that through the prototype implementations and usability studies, this approach offers sufficient support for the design and implementation of navigation aids in a generative design system. The research effort is a pioneer study on navigation support in generative design systems. It demonstrates why navigation support is necessary; how to provide the support; and what types of user interaction it can offer. This research contributes to information navigation studies not only in the specific domain of generative design system research, but also in the general field of human-computer interaction.
series thesis:PhD
email schien@mail.ntust.edu.tw
last changed 2003/02/12 21:37

_id 1de5
authors Darken, R.P., Allard, T. and Achille, L.B.
year 1998
title Spatial Orientation and Wayfinding in Large Scale Virtual Spaces
source Presence: Teleoperators and Virtual Environments, 7 (2), pp. 101-107
summary Just as the Pathfinder used the lake and the oak tree to reconstruct his environment, so do we structure our environment with streets and houses, landmarks and guiding principles to aid spatial orientation and wayfinding. The basic process of navigation-extracting information, forming mental representations, and using that representation for route planning and moving about-transcends the physical elements of the environment itself. In practice, we use whatever the environment gives us to solve navigation problems as they arise, in the process, continually refining and updating our internal model of the external environment. Although the virtual environments we speak of may be vastly different in their appearance from the Pathfinder's world, the principles underlying spatial orientation and wayfinding in large-scale virtual spaces have many commonalities.
series journal paper
last changed 2003/04/23 13:50

_id ddss9816
id ddss9816
authors Demirel, Füsun
year 1998
title A Research on Housing in Ankara-Turkey
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The subject of this research contains an opinionnaire study and its results obtained from 30 houses in Ankara-TURKEY in which the people have middle and upper middle income so as to identify their favourites and criticsm about housing, regarding to their both houses and environment as well as tomake the definition of ideal houses and environment. Totally 30 subjects of which 21 are female and 9 are male which represent middle and upper middle incomed people. The average age of the subjects whose age range vary between 21 and 70 is 41. In the study, firstly, the opinionnaire questions were prepared and the housing in which the middle and upper middle incomed people live were determined as socio-economic level to be examined. Next permission and time reservation were requested fromthe owner's of housing to implement the study. During the times which have been determined by the subjects, the following procedure has been followed reading of the opinionnaire forms by myself and recording of responses of the subjects exactly, drawing of reliefs and plans of house, taking pictures of outer views and surroundings of housings. Tendencies of users' against various conditions have been transformed into numerical values from 1 to 7 in a scale with 7 column. In the light of above information; Considering the country conditions it was observed that these housing were excessivelylarge and were built for ostentation purposes, not for functional purposes. Usefulness, that is to say, design of house is in the bottom of the criteria list and it is not an important factor to choose the house, form another part of interesting findings of this study. Another significant result has been observed due to users desire about their house. Although the rising of design which was in 6th rank among the reasons to prefer a house was not an effective criteria on users' attitudes merely to have ahouse, this criteria was the 1st rank (87 %) among reasons due to the advantages that were provided for the users with respected to design and functionality as a result of meticulous studies of architects.Users' criticisms on their vicinity have shown variations according to their sexes.As a result of this research that were initiated to define the ideal house and environment concepts; interesting and detailed data about users' tendencies in the scope of both house and settling are available in "Findings" part of this study. Rising of desing criteria which was the 6 th rank amongcriteria's to choose a house, to 1st rank has brought the following conclusion: since the users are not able to act consciously due to the consideration of the properly owing action much more important,the main duty here is performed by the planner. Hence, starting from the assumption that users living in housings are extremely sensitive to their houses and especially environments, provision of public participation via this kind of opinionnaire studies while creating new environments, may contribute to create such environments in which people can live.
series DDSS
last changed 2003/08/07 14:36

_id f41f
authors Dong, Wei and Gibson, Kathleen
year 1998
title Computer Visualization
source New York
summary This unique guide offers beginning and experienced CAD users a working understanding of 2D and 3D computer graphics within the context of design issues and principles. One primary feature of this book is its integration of several software applications, highlighting AutoDesk and Adobe products. Its focus, however, is on the way CAD enables you and your clients to visualize built environments, explore alternative ideas, and revise design solutions before construction begins. Accessible enough for university courses, this valuable resource is essential to every architect and interior designer who wants to stay current with new technology and remain competitive in the marketplace.
series other
last changed 2003/04/23 13:14

_id de62
authors Eriksson, Joakim
year 1998
title Planning of Environments for People with Physical Disabilities Using Computer Aided Design
source Lund Institute of Technology, School of Architecture
summary In the area of environment adaptations for people with physical disabilities, it is of vital importance that the design is optimized considering the human-environment interactions. All involved persons in such a planning process must be given sufficient support in understanding the information, so that everyone can participate actively. There is an apparent risk that discussions will be kept between experts, due to difficulties in understanding the complex and technical adaptation issues. This thesis investigates the use of computer-based tools for planning/designing environments for physically disabled people. A software prototype, and a method to use such a tool in the planning process, was developed and evaluated, based on the findings from six case studies of real planning situations. The case studies indicated that although such a tool would support the design, as well as the dialog between the participants, a certain level of technical and economical efficiency must be obtained. To facilitate the professional planner's work, an important issue is to maintain a large library of 3D objects. With the latest prototype implementation, it was found that such a planning tool can be produced, even when using consumer-oriented computers. One previous critical factor, interactive manipulation of 3D objects, can now be achieved if utilizing modern graphic cards with 3D acceleration. A usability test was performed to evaluate the prototype's basic operations, involving two groups of future users: five occupational therapist students, and four persons with major physical impairments. It was found that although the usability was satisfactory for the basic tasks, several items needed to be improved or added in future versions. It is important with an integrated support for manikins, in order to evaluate, e.g., wheelchair accessibility, reach ability, positioning of handrails, etc. This thesis reviews and compiles published anthropometrical and biomechanical data into a uniform segment-by-segment structure, in order to aid the design and modifications of manikins. The compilation was implemented as a spreadsheet document. An MRI investigation of the neck-shoulder region was performed on 20 healthy Scandinavian, female volunteers, measuring various musculoskeletal properties. These measurements can be used for further refinements of manikin specifications and biomechanical models.
keywords Rehabilitation; Disability; Adaptation; Participatory Planning; Design Tool; 3D Graphics; Computer Aided Design; Virtual Reality; Manikin; Anthropometry; Biomechanics; Magnetic Resonance Imaging; Cervical Spine Kinematics
series thesis:PhD
email joakim.eriksson@design.lth.se
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_250.html
last changed 2003/02/26 08:21

_id c65d
authors Habraken, N.J. and Teicher, J (ed.)
year 1998
title The Structure of the Ordinary
source MIT Press, Cambridge, USA, pp. 73-76
summary According to N. J. Habraken, intimate and unceasing interaction between people and the forms they inhabit uniquely defines built environment. The Structure of the Ordinary, the culmination of decades of environmental observation and design research, is a recognition and analysis of everyday environment as the wellspring of urban design and formal architecture. The author's central argument is that built environment is universally organized by the Orders of Form, Place, and Understanding. These three fundamental, interwoven principles correspond roughly to physical, biological, and social domains. Historically, "ordinary" environment was the background against which architects built the "extraordinary." Drawing upon extensive examples from archaeological and contemporary sites worldwide, the author illustrates profound recent shifts in the structure of everyday environment. One effect of these transformations, Habraken argues, has been the loss of implicit common understanding that previously enabled architects to formally enhance and innovate while still maintaining environmental coherence. Consequently, architects must now undertake a study of the ordinary as the fertile common ground in which form- and place-making are rooted. In focusing on built environment as an autonomous entity distinct from the societies and natural environments that jointly create it, this book lays the foundation for a new dialogue on methodology and pedagogy, in support of a more
series other
last changed 2003/04/23 13:14

_id 0e29
authors Mahdavi, A.
year 1998
title Computational decision support and the building delivery process: a necessary dialogue
source Automation in Construction 7 (2-3) (1998) pp. 205-211
summary The current critical discourse of computational design support systems (particularly building performance modeling tools) focuses more often than not on the `endogenous' system problems, that is deficiencies in user communication, absence of integration, and the `black-box' character of the underlying computational routines. As a result of this mostly valid criticism, work has been initiated in various quarters to improve modeling-based decision support environments. This paper argues that parallel efforts are needed to address other factors that go beyond the immediate technical realm of tool-making and involve matters pertaining to issues of building design and construction process at large. The building delivery process has traditionally been regarded as a discrete and sequential set of activities. This state of affairs is the result of a historical evolution driven by many factors, one of which might be the necessity to organize the activities for the purpose of establishing a professional fee structure that is commensurate with the scope of work and level of accountability or responsibility. However, within the context of rapidly changing building technologies, production processes, and knowledge transfer mechanisms, the existing procedural framework no longer seems capable of meeting the increasingly complex demands associated with the creation of the built environment. While the technical capabilities of decision support tools are expanding, they still fall short of challenging the very logic of the often nonintegrated processes they are designated to support. It may be understandable that, as compared to tools, processes tend to be more resilient to structural changes because of their inherent communicative nature, evolved over time through general acceptance and consensus. This paper argues, however, that careful study of the necessary conditions under which significant structural changes in the building delivery process would evolve, can effectively inform the developmental strategies in computational design support toward anticipation and encouragement of such changes.
series journal paper
email amahdavi@tuwien.ac.at
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:22

_id 0924
authors Petrovic, Ivan K.
year 1998
title IT as Design Enabling Technology
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 178-84
summary The purpose of this paper is to present a recent design offer for design and realisation of a sizable housing development. The computers were significantly involved in both, making the offer, and organisation of project design phase. The story illustrates some interesting relationships between IT and certain types of design problems. The paper presents how the offer was prepared, discuss whether the computers would be beneficial in getting the design tasks done, and finally, pose the question whether such design tasks could be achieved without the help of computers. The explicit design tasks and use of the computer tools make this case of "computerised craftsmenhip" appropriate for presentation in educational environments.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/19petrovic/index.htm
last changed 1998/09/25 16:50

_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 15:16

_id e679
authors Seichter, H., Donath, D. and Petzold, F.
year 2002
title TAP – The Architectural Playground - C++ framework for scalable distributed collaborative architectural virtual environments
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. 422-426
summary Architecture is built information (Schmitt, 1999). Architects have the task of restructuring and translating information into buildable designs. The beginning of the design process where the briefing is transformed into an idea is a crucial phase in the design process. It is where the architect makes decisions which influence the rest of the design development process (Vries et al., 1998). It is at this stage where most information is unstructured but has to be integrated into a broad context. This is where TAP is positioned – to support the architect in finding solutions through the creation of spatially structured information sets without impairing thereby the creative development. We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect’s work becomes one aspect of a decentralised working patterns. The software supports collaborative work with models, sketches and text messages within an uniform surface. The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series eCAADe
email hartmut.seichter@archit.uni-weimar.de
last changed 2002/09/09 17:19

_id acfc
authors Seo, Jongwon
year 1998
title Graphical Interface Design for Equipment Control in Unstructured Environments
source University of Texas at Austin, Dept. of Civil Engineering
summary This dissertation is concerned with graphical interfaces to improve equipment control in unstructured environments such as construction, demolition, mining, and facility/infrastructure maintenance. Initial evidence indicates that graphical representation of equipment and work environments would enhance equipment control by providing better spatial perception to the operator. Real-time simulation and task planning with graphical models can also ensure safe and reliable operation of equipment. In addition, graphical interfaces can assist the operator to plan, measure, and record work progress by integrating design or as-built CAD databases with graphical models of equipment and work environments. The use of graphical models for equipment control in unstructured environments, however, has limitations, because it is very difficult to generate exact graphical models in such a quickly changing environment. The main objectives of this study were to develop principles for design of, and to validate the usefulness of graphical interfaces for equipment control in unstructured environments. The design principles were derived based on general literature and case studies of the existing graphical control interface systems. The graphical control interface for a tele-operated clinker clearing robot was then designed and implemented based on the derived principles. The developed graphical interface was tested and evaluated, and the implementation was analyzed with respect to the derived principles. The quantitative test results of the graphical control interface for the tele-operated clinker clearing robot validated the usefulness of graphical interfaces for equipment control in unstructured environments. The design principles were also verified with the test results.
series thesis:PhD
last changed 2003/02/12 21:37

_id 451d
authors Strong, James and Woodbury, Robert F.
year 1998
title Psyberdesign: Designing the Cognitive Spaces of Virtual Environments
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 276-288
summary Increasingly, we find ourselves spending more time on a daily basis engaged in a variety of virtual environments, ranging from those discovered when using the stand-alone computer, to more complex distributed networks such as the World Wide Web. Virtual environments are not restricted to the popular and hyped notion of immersive Virtual Reality systems, though, in immersion, such systems provide a dimension of experience sorely lacking in most human-computer interfaces. The design of a diverse range of virtual environments, from textual through to three dimensional, would seem to require insight from those who habitually create immersive experiences, whether real or virtual. The former include architects, the latter the authors of computer games. Virtual environments such as the Internet, and the World Wide Web in particular, are becoming increasingly confusing to navigate. Exploratory behaviour in these environments requires extensive cognitive effort, and often results in disorientation and a sense of anxiety. This paper attempts to address issues of cognitive mapping in virtual environment design, and the exciting role that architects should occupy in the creation of better virtual environments. A virtual environment tool, called WOMBAT, has been developed to discover more about the relationship between real environment and virtual environment navigation and cognitive mapping, and consequently the degree to which concepts and theories from real environment design and cognitive mapping research can be translated to the virtual environment domain. Both a natural environment and an information environment are being investigated using WOMBAT, with the primary interest being the cognitive mapping and wayfinding activities that are exhibited during exploration.

series ACADIA
email james@netspot.com.au
last changed 2003/04/17 10:15

_id 7b3d
authors Wei, Dong and Gibson, Kathleen
year 1998
title Computer visualization:an integrated approach for interior design and architecture
source McGraw-Hill
summary This unique guide offers beginning and experienced CAD users a working understanding of 2D and 3D computer graphics within the context of design issues and principles. One primary feature of this book is its integration of several software applications, highlighting AutoDesk and Adobe products. Its focus, however, is on the way CAD enables you and your clients to visualize built environments, explore alternative ideas, and revise design solutions before construction begins. Accessible enough for university courses, this valuable resource is essential to every architect and interior designer who wants to stay current with new technology and remain competitive in the marketplace
series other
last changed 2003/04/23 13:14

_id 44e0
authors Weishar, Peter
year 1998
title Digital Space: Designing Virtual Environments
source New York: McGraw-Hill
summary Take control of the latest technology in 3D design with this comprehensive guide for architects, designers, illustrators, and graphics professionals. Digital Space provides start-to-finish, how-to instructions of 3D design that close the gap between software manuals and traditional architecture and design books. Chapters include: industry overview...planning...space design...modeling...lighting...textures...interior space...exterior space...rendering...tips and techniques...glossary of terms. The non-technical language and abundant illustrations make Digital Space: Designing Virtual Environments one of the most accessible guides to 3D design on the market. From basic concepts to sophisticated applications, it covers: the design process; optimal working techniques; 3D modeling; methods of streamlining complex tasks; real world case studies; extensive interviews with famous 3D artists.
series other
last changed 2003/04/23 13:14

_id 4f8e
authors Yeung, C., Kan, C., Bradford, J. and Wong, R.
year 1998
title Campus Guided Tour VR System for the University of Hong Kong
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 77-82
summary Virtual Reality has been an ideal environment for visualizing three-dimensional models as well as implementing simulation systems such as flight training and surgery preparation. In such a system, the user can be familiar himself/herself with a particular environment or the procedure of a task even before going into the real site or actually performing a task. In this project, we are trying to implement a Guided Tour System inside a Virtual Reality Environment. Basically, a three-dimensional model of the campus of the University of Hong Kong will be built in the Virtual Reality Modeling Language (VRML). It is now possible to have a 3D visualization of the model in any Web browser. A non-directed graph can be built based on the 3D model with every branch representing a path, and every node represents a specific location inside the campus. Based on this graph, we can calculate all possible routes between any two nodes and deduce the shortest path between them. The guided tour system is designed in such a way that whenever the user attempts to move to a new place inside the campus, he/she will be brought to there in the quickest way automatically with just a few “mouse-click”. In this project, the Cosmo VRML player will be used as the browser’s plugin, and other associated tasks are developed in Javascript.
keywords Virtual Reality, Guided Tour
series CAADRIA
email csky@eee.hku.hk
more http://www.caadria.org
last changed 1998/12/02 13:46

_id de77
authors Ahmad Rafi, M.E.
year 1998
title Computer animation for architectural visualisation
source University of Strathclyde
summary This thesis critically reviews the state of architectural animation, and relates this specific field to the more general motion-based representations, particularly traditional film-making techniques. It identifies key elements from traditional filmmaking and shows how these elements can improve computer-based architectural animation. The process of identification of the key elements from traditional film-making starts with a critical survey of the use of motion-based representation in local architectural practices and an empirical analysis of several architectural-based documentary films and past and present computer animations. All of the key ideas are illustrated on video by comparing real shooting clips to digital sequences focusing on production and post-production works. Some of these were implemented in two live projects ( Ministry of Finance, Malaysia and Damansara Parade ) for architects to understand the real problems and potentials in each process. These sets of illustrations expand the architect ideas to make full use of the motion-based process to improve the skill of combining architectural information in a good animation. The overall production process becomes more efficient when the motion-based footage is edited using a non-linear editing platform as it enhances the professional appearance as well as vastly saving most of the production time. The thesis concludes with specific recommendations relative to the stage at which the animation is produced. This technology can be best utilised with the right skills (a gained from film-making) and an understanding of each stage that requires a different level of input and gives a certain impact to the viewers.
series thesis:PhD
email ahmadrafi.eshaq@mmu.edu.my
last changed 2003/11/21 14:15

_id 4c8a
authors Ball, L.J., Maskill, L. and Ormerod, T.C.
year 1998
title Satisficing in engineering design: causes, consequences and implications for design support
source Automation in Construction 7 (2-3) (1998) pp. 213-227
summary We describe an approach to investigating design cognition which involved comparing prescriptive theories of good design practice with observations of actual design behaviour. The tenet of prescriptive theory which formed the focus of the research is the idea that designers should generate and evaluate multiple design alternatives in order to increase the chances of attaining better design solutions than might arise if they fixated upon an initial solution. Our study focused upon six professional electronic engineers attempting a novel integrated-circuit design problem. Verbal-protocol data revealed: (i) a failure to search for alternative solutions; (ii) a marked inclination to stick with early `satisficing' solution ideas even when these were showing deficiencies; and (iii) only superficial modelling and assessment of competing alternatives when such options were actually considered. We argue that while minimal solution search in design may sometimes be caused by motivational factors and working-memory limitations, its major determinant relates to inhibitory memory processes that arise subsequent to the recognition-based emergence of familiar design solutions. We conclude by exploring the implications of minimal solution search for design support, with particular reference to an agent-based indexing system which we are developing in order to facilitate the pursuit of design alternatives in engineering contexts.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:22

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