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 61 to 80 of 509

_id 3ad9
authors Dierckx, T., Stellingwerff, M. and Verbeke, J.
year 2002
title Relating to the ‘real’ Theories for and Experiences with Educational Database Systems
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. 80-87
summary One of the most ubiquitous computer applications is the database. Common databases are capable of handling massive amounts of data, which allow users to instantly find the factual data they seek. In most cases the assistance of a database is straightforward and objective. However, when people work with databases with a rich and diverse content, this can lead to unexpected findings, surprises and possibly a revolution in their understanding of a design problem. Furthermore multimedia databases and the systems with a more enhanced set of interactive features provide more appealing results. Databases become most interesting when the creators and the users can rise the data to a level that touches knowledge, wisdom and creativity. This paper goes into questions about the application of databases in architectural education. What can be the role of databases in the education of next generation architects? What should educators offer the students through database content, or what should be left open for creative initiatives? We present a broad overview of possible database content, various modes of interaction with the databases and several ways of representation of the database content. The overview shows areas where educational database technology is still underdeveloped and areas where a lot of concurrent databases exist. The theoretical overview enabled us to set out a further strategy for database applications in our school of Architecture. Besides the theory, we present our recent experiences with a database for architectural realizations. The database of buildings can be used in different educational exercises.
series eCAADe
email dynamo@archb.sintlucas.wenk.be
last changed 2002/09/09 17:19

_id 9e0d
authors Dokonal, Wolfgang and Martens, Bob
year 2002
title Round Table Session on “3D-City-Modeling”
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. 610-613
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. On the occasion of eCAADe 2001 in Helsinki a working session on the topic “3D-City-Modeling” was held, in which a varietybundle of papers was presented. The eCAADe 2002 round table session on “3D-City-Modeling” is opening up for an intensive discussion on a number of goals which were elaborated by a working group in Helsinki.
series eCAADe
email dokonal@stdb.tu-graz.ac.at, b.martens@tugraz.at
last changed 2002/09/09 17:19

_id 2a84
authors Donath, D. Hansen, St. and Richter, K.
year 2002
title Architectural Window - Computer networks as planning and integration tools
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. 302-305
summary As building projects become increasingly more complex, the number of project participants increases as does their spatial distribution. An effective decentralised work process and co-operation is of increasing importance. The global computer network, the internet, has great potential and recent times have seen the development of a variety of techniques in this field. The project proposal described here is based upon this approach and also takes it a step further. A specific analysis of the subject and the subsequent identification of potential approaches formed the basis for an architectural application that brings the architect in contact with other project participants using the internet as a powerful yet simple and easy to use medium. The project is currently (2002) undergoing practice tests and academic investigation and is installed on a freely-accessible server.
series eCAADe
email donath@archit.uni-weimar.de
last changed 2002/09/09 17:19

_id 28fe
authors Donath, Dirk, Lömker, Thorsten M. and Richter, Katharina
year 2002
title Plausibility in the Planning Process - Reason and Confidence in the Computer-Aided Design and Planning of Buildings
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 155-162
summary Architecture is more than form. It must be more than form. It can be spectacular, it can be revolutionary,but it should also be comprehensible, reasoned and plausible and this should be reflected in its form.This very nature of architecture makes it different from other design disciplines. However, it is thesecentral aspects that are not supported by current computer-aided planning systems. The developmentof digital models concentrates on the purely formal aspects.
series ACADIA
email loemker@archit.uni-weimar.de
last changed 2002/10/26 23:25

_id 54b0
authors Duarte, J.P., Heitor, M. and Mitchell, W.J.
year 2002
title The Glass Chair - Competence Building for Innovation
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. 180-185
summary This paper tells the strange tale of a glass chair. Creating a glass chair might seem a perverse – maybe impossible – enterprise. After all, chairs are normally held together by moment connections, such as those joining the legs to the seat. Glass is a notoriously bad material for forming moment connections; it is brittle, and quickly snaps if you subject it to bending. But there are advantages to such startling formulations of design problems. They force you to challenge conventional wisdom, to ignore standard prototypes, and to ask interesting new questions. How might you design a chair without moment connections? How might you do so without making the result impossibly heavy? How would you built it? And what interesting qualities might such a chair have? These were questions investigated in the design project pursued jointly by students at an American and a Portuguese school, in collaboration with glass and molding fabricators. The students explored many possibilities, and in doing so learned a great deal about chairs and about the properties and potentials of glass. The final project is a particularly elegant outcome of their investigations. It is created from just two curved pieces of glass, which held together by metal tie-rods. In the end, the finished glass chair looked just like the initial computer visualizations.
series eCAADe
email jduarte@civil.ist.utl.pt
last changed 2002/09/09 17:19

_id f6d6
authors El Araby, Mostafa
year 2002
title Possibilities and Constraints of using Virtual Reality in Urban Design
source CORP 2002, Vienna, pp. 457-463
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design. Currently, VirtualReality —the ultimate representation— and Virtual Environments are the most growing fields of information technology and have agreat media attention. This research discusses the possibilities and limitations of applying Virtual Reality (VR) technology inenvironmental simulations for urban design practice. There is evidence to suggest that the use of such technology will enhanceconceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials andadministrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities.Specifically, this research structured in several interdependent parts: the first part is concerned with the definition of VR as well as abackground of its history and current achievements. Types and components of VR systems are described and traditional simulationtechniques are reviewd. In addition, a discussion of current attempts in incorporating VR in urban design disciplines are presented.This discussion raises the question of appropriateness of the VR techniques in urban design projects. An assesment of both potentialsand limitations of aplying this technique, i.e. VRML (Virtual Reality Modelling Language), are discussed. This study definespotentialities, constraints and problems of using this technique, and recommends future research efforts in the field of using theVirtual Reality as a medium for delivering real content for those interested in the design of the built environment.
series other
email melaraby@aueu.ac.ae
more www.corp.at
last changed 2002/12/19 11:19

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email jacky@convergence.com.ve., jjespina@yahoo.com
last changed 2016/03/10 08:51

_id 1df8
authors Fedeski, M. and Sidawi, B.
year 2002
title The Management of Internet Use, in UK Architectural Practices
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 357-364
summary The architectural profession has been slow to adopt new innovations in such areas as buildingtechnology, management, and CAD, as earlier research has shown. The Internet presents a particularchallenge. With even greater changes to the Internet expected in the near future, it is timely to ask howthe profession is adapting.Field research conducted by the author has found shortcomings in the way that architects use Internettechnology in the U.K. These involve the decisions to adopt the Internet, the management of its dailyuse, and forward planning for future adaptation. U.K. architects under-use the services available, andexperience problems with the services they do use. Their resultant dissatisfaction with what the Internetcan offer leads to a reluctance to adopt and use further Internet services.This paper discusses one aspect of that research, which is how architects are managing Internetresources in their practices. It argues that many of the difficulties that architects have are related topractice management. The paper presents these under the headings of the knowledge and attitude ofthe staff, and the decisions made by practice managers. The paper highlights features that needattention from practices and from the architects who guide them.
series ACADIA
email fedeski@cardiff.ac.uk
last changed 2002/11/15 18:20

_id 9e96
authors Fioravanti, Antonio
year 2002
title The relations among the actors and the architectural project in the design process: a rugby match
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. 318-321
summary In the vast panorama of Computer Assisted Design in Architecture, we are currently researching new IT support tools. The present article shows how the design process has been conceived, and how it is carried out over time by the different design teams, as well as the computerized representation of the architectural project. After briefly outlining the contextualization of the problems and a necessary description of our scientific position, we go on to illustrate the complexity of the data involved in the problem by means of an allegory.
series eCAADe
email antonio.fioravanti@uniroma1.it
last changed 2002/09/09 17:19

_id e5e7
authors Fischer, Th., Fischer, T. and Ceccato, C.
year 2002
title Distributed Agents for Morphologic and Behavioral Expression in Cellular Design Systems
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 111-121
summary After more than a century of domination by neo-Darwinian theory, biological thought is beginning to giveincreasing recognition to developmental theory. Amongst other reasons, this recent widening ofperspective is grounded on the incompleteness of the neo-Darwinian perspective in providing modelsfor the invention of novel forms or species and individual development. Evolutionary design theory hasdrawn much of its inspiration from evolutionary biology and consequently shows analogous flaws. Thispaper demonstrates an adoption of biological developmental theory to the field of design theory in orderto fill the corresponding gap. As natural developmental processes are based on the development ofcellular units, which form composite structures, this paper employs the cellular model as a means for thedevelopment of a corresponding design and construction theory. The discussion of this approachincludes possible linkages between morphologic and behavioral attributes of tissues with implicationsfor self-assembly, growth, healing and self-reproduction of man-made structures.
series ACADIA
email sdtom@polyu.edu.hk
last changed 2002/10/26 23:25

_id 1a42
authors Fjeld, M., Lauche, K., Bichsel, M., Voorhorst, F., Krueger, H., Rauterberg, M.
year 2002
title Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
source Computer Supported Cooperative Work (CSCW), Kluwer
summary Activity theory is based on the concept of tools mediating between subjects and objects. In this theory, an individual's creative interaction with his or her surroundings can result in the production of tools. When an individual's mental processes are exteriorized in the form of tools - termed objectification - they become more accessible to other people and are therefore useful for social interaction. This paper shows how our understanding of activity theory has shaped our design philosophy for groupware and how we have applied it. Our design philosophy and practice is exemplified by a description of the BUILD-IT system. This is an Augmented Reality system we developed to enhance group work; it is a kind of graspable groupware which supports cooperative planning. The system allows a group of people, co-located around a table, to interact, by means of physical bricks, with models in a virtual three-dimensional (3D) setting. Guided by task analysis, a set of specific tools for different 3D planning and configuration tasks was implemented as part of this system. We investigate both physical and virtual tools. These tools allow users to adjust model height, viewpoint, and scale of the virtual setting. Finally, our design practice is summarized in a set of design guidelines. Based on these guidelines, we reflect on our own design practice and the usefulness of activity theory for design.
series other
last changed 2003/04/23 13:50

_id c735
authors Flanagan, Robert
year 2002
title Edge of the Rational CAD Universe Chronological Time and Achronological Incompatibilities in CAD
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. 390-394
summary CAD’s limitations in architecture correspond with the capabilities of its machine intelligence. Five decades of research in Computer Aided Design (CAD) have resulted in its ‘mastery’ of architectural practice. However, the more rational the system becomes, the more inflexible is its behavior. Another problem is invariance, a tendency for science to focus on one problem at the expense of all others. The question of how CAD can transcend its role in automated building design and engage human perception is discussed in terms of chronological and achronological time. Sequencing the design process according to common temporal requirements is proposed.
series eCAADe
email rflanaga@carbon.cudenver.edu
last changed 2002/09/09 17:19

_id b7de
authors Flemming, Ulrich, Erhan, Halil and Ozkaya, Ipek
year 2002
title Object-Oriented Application Development in CAD: A Graduate Course
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 25-36
summary The programming languages typically offered by CAD systems for third-party application developerswere procedural or functional. A major shift is currently occurring in that new versions of commercialCAD software will support object-oriented programming languages for application development.Developers who wish to take advantage of this new kind of environment must undergo a considerablecognitive “retooling” and adopt new software engineering strategies. We describe a graduate coursethat aims at introducing students to effective object-oriented development strategies, especially usecase-driven development and the tools provided by the Unified Modeling Language (UML). Studentsgained experience with these tools by forming, together with the instructors, a single development teamwriting an application on top of MicroStation/J using JMDL as programming language. The paperdescribes the instructors’ experience with this approach.
series ACADIA
email ujf@cmu.edu
last changed 2003/02/26 16:24

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email tfowler@calpoly.edu
last changed 2002/10/26 23:25

_id ddssar0211
id ddssar0211
authors Fröst, Peter
year 2002
title Interactive Tools for Collaborative Architectural Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today’s rapidly changing society is continuously developing towards an increased demand for multistakeholder knowledge and influence in the architectural planning and design process. Accordingly, we are working with developing and setting up a partner engaged collaborative design process. It includes active collaboration between users, external partners and designers, and visualizations in conceptual design and scenario building. My research is focusing on integrating visualization technology in theseprocesses by application of digital tools. We have developed a working prototype for an interactive design tool. The prototype is an extremely “easy to use” digital modeling tool called “ForeSite Designer.” With this tool one builds one’s own spatial environment with elements on a 2D surface.With one command the 2D layout is exported to a lit-up 3D/Virtual Reality world in the computer game “Half-Life”. ForeSite Designer has lately been used in a series of workshops together with external users. In these processes ForeSite Designer has played a crucial role as an arena of building spatially arranged concepts of future environments. The results show that it works, and, importantly, promotes a collaborative engagement among the users.
series DDSS
last changed 2003/08/07 14:36

_id d9de
authors Fukuda, T., Nagahama, R., Kaga, A. and Sasada, T.
year 2002
title Collaboration Support System for City Plans or Community Designs Based on VR/CG Technology
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. 257-264
summary This paper reports the collaboration support system for city plans or community designs based on virtual reality (VR) or computer graphics (CG) technology. This time we report to elaborate the extended potable VR equipment and expression method with CG to allow for the realistic viewing of night scenes, and apply to real projects.
series CAADRIA
email sasada@env.eng.osaka-u.ac.jp
last changed 2002/04/25 17:26

_id 24d4
authors Gaete, Marcela and Pardow, Irene
year 2002
title Diseño de Interfase - Metodología de acercamiento a la construcción de entornos virtuales [Interphase Design - Methodology of Approach to the building of Virtual Environments]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 175-179
summary The project we are presenting is based on our professional experience in virtual interface design of multimedia, in CD-ROM and Web format, which has been developed in our design workshops. Our project methodology has one common basis: The metaphorical and conceptual argument for the creation of virtual environments is supported by the observation of the physical environment of human beings and the objects that surround them.The research we have carried out is aimed at establishing a project methodology for interface design based on the hypothesis that observation and knowledge of the relationship between man and environment (architectural and urban), man and object (literacy and symbolic representation) is the basis for the design of recognizable virtual environments. These are functional, representative and efficient elements for the achievement of communicative objectives of such virtual environments. The project reference that supports our research is the outcome of academic and professional project analysis. These projectswill support the demonstration of the suggested methodology which, in the course of the presentation, will be applied to a project to be developed and whose metaphorical basis is the city of Valparaiso.The objective is to use the urban environment as a metaphorical argument for the design of a virtual environment for the Cultural and Historical Registry of Literature, Plastic Arts and Chilean Architecture where Valparaiso has served as reference, source of inspiration and object of study. Together with the methodological project, we will present the instruments that have been created for reference analyis with the purpose of interface design and in order to facilitate a mechanism to evaluate interface design projects.
series SIGRADI
email marcela.gaete@uniacc.cl, ipardow@uniacc.cl
last changed 2016/03/10 08:52

_id 71a0
authors Gasparski, Wojciech W.
year 2002
title Designer’s Responsibility: Methodological and Ethical Dimensions
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. 10-011
summary A designer is anybody who designs, where ‘to design’ - from Latin designare - means ‘to mark out’. Those who design professionally are professional designers, i. e. who „see and seek value in new designs“. Seeing an seeking might be done in two ways: narrower or broader. According to the approach characteristic for design-methodological reductionism those things which are designed are considered the designed objects. In this approach the designer’s task is limited to narrowly understood artifacts like buildings, bridges, machines, devices etc. The relation between a designed object and the reminder of the world is of a secondary consideration or ignored even. The postponed consequences are of physical, social, psychological, and economical nature. Systemic design methodology is different. It describes that ‘what is designed’ in terms of an object of design, a system (a whole) separated from the ‘rest of the world’ to an extent that can minimise a negative ‘immunological effect’. The object of design is a spectem is used. An independently developed programming language entitled NQC (Not Quite C) is used to program the robots. The students are initially given three lectures dealing with robotics in general, methods of locomotion and state based programming principles. Small workshops and discussions about ways of tackling the assigned problem followed these lectures. The work of Rechtin is shown wherein the methodology of “architecting” combines heuristics, hierarchies and intuition to reach design solution spaces. The students are then allowed to form teams whereby they must include members from each faculty. The students are also responsible for forming committees to collectively make decisions about the competitions. The committees decide general attributes of the robots such as size (Constructors Committee) as well as the rules for the competition (Race Committee). The Communication Committee was entrusted to develop a communication protocol (using Infrared transmitters) and the Code Committee decided whuse. Once producing and teaching good science is the main tasks of scholars, those among the scholars who are involved in design science are responsible not only for producing good design science but also for educating designers as reflective practitioners conscious of what every designer should know about objects of design and ethics related to the profession.
series eCAADe
email wgaspars@ifispan.waw.pl
last changed 2002/09/09 17:19

_id 2acf
authors Gero, John
year 2002
title Situated Computing: A New Paradigm for Design Computing
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, p. 1
summary Computer usage in design has largely been in the areas of document production, 3D modelling and to a lesser extent in specialised design analysis and design synthesis tasks. This use of computers by designers has been based on well-defined practices that have their genesis in the scientific approach to knowledge. Just as knowledge is independent of its use and independent of its user, so computer programs are designed to be independent of their use and independent of their users. This talk presents a complementary paradigm based on the notions of situated cognition as the basis of the development of new kinds of computational design tools.Situated cognition holds that where are you and when you are there matters and that the state you are in affects what you do. The fundamental difference is between encoding all knowledge prior to its use to allowing the knowledge to be grounded in the interaction between the computational system and its environment. In addition to the concepts of situated cognition there is another important concept called constructive memory. Constructive memory changes our view of “memory” in acomputational system from being a thing in a place that can be accessed with the correct index to being a process that produces a “memory” when needed. Thus, memory is constructed as needed and becomes a function of both the question it is used to respond to and the situation within which it was asked. These concepts provide the foundation for the developmentof novel tools to support computer-aided designing. Examples of situated cognition and constructive memory will be presented. This will be followed by examples of situated design analysis and situated computational design creativity.
series SIGRADI
email john@arch.usyd.edu.au
last changed 2016/03/10 08:52

_id 8f4f
authors Gibson, I., Kvan, Th. and Ling, W.M.
year 2002
title Rapid Prototyping of Architectural Models
source Journal of Rapid Prototyping, 8:2, pp. 91-99
summary The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks; designing in immersive VE; transcription of design; remote communication between design partners and controlled observations. We explored initial intentions of 3D-immersive design schemes; textual descriptions and collaborations within immersive VE. This article describes the outcome of creation; interpretation and communication of architectural design; by using a three-dimensional (3D) maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio; which uses immersive VE as tool of design and communication between remote partners. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS); and how this new approach of design studio enables new forms of design expressions.
keywords Rapid Prototyping; Architectural Design
series journal paper
email tkvan@arch.hku.hk
last changed 2002/11/15 17:29

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