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

PDF papers
References

Hits 1 to 20 of 48

_id sigradi2011_426
id sigradi2011_426
authors Marqueto, Priscilla; Tramontano, Marcelo
year 2011
title [Entre] territórios: reflexões a partir de comunicação à distância entre grupos de conjuntos habitacionais de interesse social [[Between] territories: reflections from distance communication between groups of social housing]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 324-327
summary This paper describes and reflects about the assumptions of an ongoing research at Nomads.usp that seeks to relate spatial appropriations and ways of life in different locations, by constitution of a third spatiality in virtual instance, via digital media. The outline of research is delimited by relations between two geographically distinct neighborhoods, but with very similar physical spaces, and in opposition to this, idiosyncratic appropriations, uses and social conformations. To this end, the comparison between population aspects and reports of Waldomiro Lobbe Sobrinho Housing in São Carlos, and Cidade Tiradentes, in São Paulo, stood as means of reflecting on social and urban phenomena from the mediation of these exchanges experience through ICT (information and communication technologies).
series SIGRADI
email primarchetto@yahoo.com.br
last changed 2016/03/10 08:55

_id sigradi2011_084
id sigradi2011_084
authors Alves, Gilfranco; Pratschke, Anja
year 2011
title Mediação digital e revisão dos processos de design em Arquitetura [Digital mediation and review of design processes in Architecture]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 35-38
summary This paper presents partial results of doctoral research entitled Architecture, Semiotics and Second Order Cybernetics: observation, representation and performance in design process. The research is linked to the Nomads.usp research group and proposes a review of design process, considering the mediation of digital media by using concepts of Second order Cybernetics. This work start with the hypothesis that in a contemporary context, professional demands of architects and designers requires a different approach in relation to the concept of emergence in architecture, and also describes an experiment during the AA Visiting School SP 2011, the Strings / Supple Pavilion project.
keywords Design processes; digital media; emergence; performance.; Second-order Cybernetics
series SIGRADI
email gilfranco@sc.usp.br
last changed 2016/03/10 08:47

_id caadria2011_032
id caadria2011_032
authors Barker, Tom; Nicole Gardner, M. Hank Haeusler and Martin Tomitsch
year 2011
title Last train to trancentral: From infrastructure to ‘info’structure: a case study of embedding digital technology into existing public transport infrastructures
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 335-344
summary The research presented in this paper is an investigation into how ubiquitous computing technologies can contribute to improving the quality of existing public transport environments through the integration of responsive technologies. The paper argues that given the significant challenges associated with transport infrastructure expansion including cost, disruption, energy use, and implementation periods augmenting existing transport environments offers alternate measures to manage demand and improve the user experience. The paper proposes improving transport environments by integrating smart, or responsive, digital information into the existing physical fabric in a coherent architectural and spatial context. This approach offers an opportunity to shift away from the static nature of public transport infrastructure to the dynamic notion of public transport ‘info’structure. The research uses an architecture graduate studio as a foundation to investigate the objectives. The contribution of this paper is an investigation of ways in which digital technologies and networked communications can transform and augment public transport infrastructure, allowing new forms of intelligent, adaptive, interactive and self-aware architecture to be developed.
keywords Urban Informatics; media facades; public transport; responsive technologies; smart environments
series CAADRIA
email tom.barker@uts.edu.au
last changed 2012/05/30 19:29

_id sigradi2011_409
id sigradi2011_409
authors Bertoni, Griselda; De Monte, Andrea
year 2011
title Mediaciones perceptivas. Desafíos en la incorporación de la tecnología como instrumento potenciador del proceso de aprendizaje en el TCG [Perceptual mediation. Challenges in incorporating technology as a tool enhacing the learning process in the TCG]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 472-475
summary This work presents an introduction to current problems detected in the teaching and learning of perceptual and communication processes in front of the availability of disipositivos installed and digital media courses to students enrolled for Design and Architecture careers of our faculty. The same seeks to clarify a state of affairs to continue studies already carried out (Stipech 2004), (Bertero 2009), in relation to issues of representation in the design disciplines, while rehearsing possibilities updated theory and practice in the field of workshop.
series SIGRADI
email andreademonte@sdarquitectos.com.ar
last changed 2016/03/10 08:47

_id sigradi2010_100
id sigradi2010_100
authors Cardoso, Daniel Ribeiro;Oliveira Limaverde Maira; Carvalho Cavalcante Sofia
year 2010
title Uma experiência de projeto colaborativo [An experience of collaborative project]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 100-103
summary The purpose of this paper is to describe work based on new techniques for collaborative projects, which were created and are being used to carry out the architectural design of the structure that will host a gathering of students of architecture and urbanism that will take place in January, 2011, in the state of Ceara, Brazil.
keywords architecture; design process; collaborative process; digital media; new media.
series SIGRADI
email danielcardoso@ufc.br
last changed 2016/03/10 08:48

_id sigradi2011_121
id sigradi2011_121
authors Castral, Paulo Cesar; Tanoue Vizioli, Simone Helena
year 2011
title O desenho à mão-livre mediado pelo tablet [The freehand drawing mediated by tablet]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 64-68
summary This article discusses the redefinition of freehand drawing´s function in the design process, through digital media. This paper presents an experience for an interpretative analysis of drawing using tablets, by the students of Architecture and Urbanism of IAU - USP. It is a design exercise, emphasizing the draft phase. This empirical approach intends to be a pilot for the use of tablets in the perception´s process, suitable for architecture students as a reflection on the different cognitive dimensions that constitute the drawing practice and on its reinterpretation to reach new ideas.
keywords Freehand drawing; sketches; tablets; design process
series SIGRADI
email pcastral@sc.usp.br
last changed 2016/03/10 08:48

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email rui.chen@sydney.edu.au
last changed 2012/02/11 18:21

_id acadiaregional2011_031
id acadiaregional2011_031
authors Christenson, Mike
year 2011
title Parametric Variation Revealing Architectural Untranslatability
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary This paper describes a recently concluded graduate seminar which tested how form-generative design tactics of algorithmic work could be productively brought to bear on the conceptual analysis of existing buildings. The seminar did not seek to optimize performance or aesthetic value but simply to query the mechanics and consequences of translation as an act. Seminar participants mined existing buildings as sources for parametric rule-sets which were subsequently applied to varying media fields (e. g., physical materials, text, and graphics). This application revealed that specific media resist certain kinds of translation. This peculiar resistance suggested that characteristics of architecture exist which might broadly be called untranslatable.
series ACADIA
last changed 2011/07/08 09:17

_id sigradi2012_333
id sigradi2012_333
authors da Silva, Isabelle Maria Mensato; Viz, Simone Helena Tanoue
year 2012
title Ensino de Arquitetura e Urbanismo com auxilio de ferramentas digitais [Teaching Architecture and Urbanism with help of digital tools]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 522-526
summary This article aims to discuss the importance of freehand drawings in the architectural projective process in the context of the digital age, through the use of tablets. It is intended to identify how these drawings, using tablets, keep the perception and the personal dash of each one. This research aims not only to review and update the drawing´s disciplines in the architecture courses - its practices and procedures - but also to discuss the actual role of representation - analogical or digital - and its interaction with others disciplines. The first research, done in 2011, indicated possibilities of interface with CAD, Revit and Sketch-up. The second part, in course in this year, 2012, is trying to experiment the use of tablets in three others disciplines: History of Architecture and Urbanism I, Landscaping and Project I, in the Instituto de Arquitetura e Urbanismo da USP, São Carlos, Brasil.
keywords freehand drawing, graphic, tablet, digital media
series SIGRADI
email isabelle.maria.silva@usp.br
last changed 2016/03/10 08:50

_id ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email marie.davidova@gmail.com
last changed 2018/05/29 12:33

_id ecaade2011_077
id ecaade2011_077
authors Ettlinger, Or
year 2011
title The Perceptual, the Virtual, and the Real: On the experience of place in the digital age
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.925-932
summary Since the dawn of philosophical thought man has questioned the validity of his experience of the world around him: Is the world just as we perceive it to be, or does its true essence lie beyond our reach? In our own time, technological, social, and economic developments have made such philosophical concerns more relevant to our everyday lives than ever before. However, the available terminology for discussing such matters is often too limited to fully capture their nature. This paper proposes a consistent terminology for the discussion of such matters and suggests a model of the different aspects from which they are comprised. This terminology will be applied to, as well as presented through, issues that are pertinent to architectural theory, to the experience of places, and to the intangible sense of place which digital phenomena can sometimes provide.
wos WOS:000335665500106
keywords Architectural theory; media theory; perceptual; virtual; real
series eCAADe
email or.ettlinger@fa.uni-lj.si
last changed 2016/05/16 09:08

_id sigradi2011_223
id sigradi2011_223
authors Girnos Elias de Souza, Gabriel
year 2011
title Narrativa, diagrama e database: considerações sobre a experiência da informação de apresentações de arquitetura e urbanismo em websites [Narrative, diagram and database: considerations about information experience in architecture presentations in websites]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 110-113
summary As part of an ongoing research about technical, rhetorical and aesthetical characteristics of architecture presentations in websites, this paper presents considerations about the means of representation and public diffusion of architecture and urbanism, focusing the specificities of digital media through the keywords “narrative”, “diagram” and “database”. In search for basis to think the structuring of information experience in architectural discourses, the text punctuates the profession’s peculiar needs for presentation and visualization, and its links with the three keywords. Then, it presents a case study (the Bjarke Ingels Group website) to illustrate aspects of the analysis intended by the research.
series SIGRADI
email gabrielgirnos@gmail.com
last changed 2016/03/10 08:52

_id sigradi2014_215
id sigradi2014_215
authors Guimarães, Camila Ferreira
year 2014
title Da teoria do rizoma à coexistência: uma aplicação projetual [The Concept of the Rhizome to coexistence: a projetual application]
source SiGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 520-523
summary From the concept of rhizome, developed by philosophers Gilles Deleuze and Félix Guattari, the article presented here seeks to establish a relation between the development of a conceptual architectural project, with bases in the formulations of the Rhizome, in order to enable coexistence within an urban network. Considering for the effective of the theory, the technology in the construction of media and networks. For that, is made a reading of a project developed as Final Work Undergraduate Architecture and Urbanism of the University of Uberaba in 2011.
keywords Rhizome; Coexistence; Networks
series SIGRADI
email camilafguimaraes@usp.br
last changed 2016/03/10 08:53

_id cf2011_p019
id cf2011_p019
authors Haeusler, Matthias Hank; Beilharz Kirsty
year 2011
title Architecture = Computer‚ from Computational to Computing Environments
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 217-232.
summary Drawing on architecture, urban digital media, engineering, IT and interaction design, the research presented in this paper outlines a possible shift from architecture designed through computation (any type of process, algorithm or measurement done in a computational matter) towards architecture capable of computing (developing, using and improving computer technology, computer hardware and software as a space-defining element). The research is driven by recent developments in four fields, as follows: (a) Architecture in its recent development has shifted from a planar box, as was the ideal in the modernist movement, towards complex and non-standard forms. (b) The design concepts of non-standard surfaces have been adopted into media facades and media architecture by liberating the pixel from its planar position on a screen [1]. (c) Advancements in pervasive computing applications are now able both to receive information from the environment in which they are used and to detect other devices that enter this environment [2]. (d) Developments in advanced autonomous systems such as Human Computer Interaction (HCI) or Human Robot Interaction (HRI), have produced intelligent systems capable of observing human cues and using these cues as the basis for intelligent decision-making [3]. Media fa_ßade developments work in the direction of the above-mentioned four fields, but often come with limitations in architectural integration; they need additional components to interact with their environment and their interactions are both often limited to visual interactions and require the user to act first. The researched system, Polymedia Pixel [4] discussed in this paper, can overcome these limitations and fulfil the need for a space-defining material capable of computing, thus enabling a shift from architecture designed by computation towards architecture capable of active computing. The Polymedia Pixel architecture merges digital technology with ubiquitous computing. This allows the built environment and its relation with digital technology to develop from (a) architecture being represented by computer to (b) computation being used to develop architecture and then further to where (c) architecture and the space-defining objects have computing attributes. Hence the study presented aims to consider and answer this key question: ‚ÄòWhen building components with computing capacity can define space and function as a computer at the same time, what are the constraints for the building components and what are the possible advantages for the built environment?‚Äô The conceptual framework, design and methods used in this research combine three fields: (a) hardware (architecture and design, electronic engineering) (b) software (content design and IT) and (c) interaction design (HCI and HRI). Architecture and urban design determinates the field of application. Media architecture and computer science provide the technological foundation, while the field of interaction design defines the methodology to link space and computing [5]. The conceptual starting point is to rethink the application of computers in architecture and, if architecture is capable of computing, what kind of methodology and structure would find an answer to the above core research question, and what are the implications of the question itself? The case study discusses opportunities for applying the Polymedia Pixel as an architectural component by testing it on: (a) constraint testing ‚Äì applying computational design methodologies to design space (b) singular testing - discussing the advantages for an individual building, and (c) plural testing ‚Äì investigating the potential for an urban context. The research aims to contribute to the field of knowledge through presenting first steps of a System < - > System mode where buildings can possibly watch and monitor each other, additional to the four primary interactive modes of operation. This investigation, its proposed hypothesis, methodology, implications, significance and evaluation are presented in the paper.
keywords media architecture, computational environments, ubiquitous computing, interaction design, computer science
series CAAD Futures
email matthias.haeusler@uts.edu.au
last changed 2012/02/11 18:21

_id sigradi2011_267
id sigradi2011_267
authors Hamuy Pinto, Eduardo; Galaz, Mirtha
year 2011
title Preguntas Aumentadas: medios enriquecidos y el acto de preguntar [Augmented questions: Rich media and asking]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 448-451
summary Tutorials are widely used for learning technical mattersin architecture and design courses. This is a case study of questions from a student and answers provided by a teacher. The communication medium used was Screenr©, a web application for creating short screencasts. A sequence of screencasts was analyzed from a qualitative perspective, using Media Richness Theory and an e-learning model as framework. Ambiguity and Equivocality are managed through a rich medium that allows communication of precise data and paralinguistic cues. Visual deictic gestures (from the users) and visual cues provided by the interfaceare fundamental for building understanding.
keywords Teaching; videotutorials; media richness; screencasts; qualitative analysis
series SIGRADI
email ehamuy@gmail.com
last changed 2016/03/10 08:53

_id acadia11_44
id acadia11_44
authors Hertz, Garnet
year 2011
title Arduino Microcontrollers and The Queen’s Hamlet: Utilitarian and Hedonized DIY Practices in Contemporary Electronic Culture
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 44-47
summary In this paper, I will pull together concepts of utility-driven do-it-yourself (DIY) culture and pleasure-oriented DIY practice to investigate a significant trend in contemporary computing culture, the “maker” movement, typified by an interest in building personalized and handmade electronic devices with sensors, motors and lights, usually controlled by microcontrollers like the Arduino. My argument is that maker culture has been co-opted by consumer hobby culture, but this is not necessarily detrimental because it provides an important outlet for personal exploration, increases an understanding of how electronic media actually works and assists individuals to be actors in a culture that is increasingly complex, technological and digitized.
series ACADIA
type keynote paper
email garnethertz@gmail.com
last changed 2011/10/06 04:05

_id cf2011_p067
id cf2011_p067
authors Hsiao, Chih-Pin; Johnson Brian
year 2011
title Combined Digital & Physical Modeling with Vision-Based Tangible User Interfaces: Opportunities and Challenges
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 785-800.
summary Designers in architectural studios, both in education and practice, have worked to integrate digital and physical media ever since they began to utilize digital tools in the design process. There are benefits of working in the digital domain as well as benefits of working physically; confronting, or seeming to confront, architects with a difficult choice. Emerging strategies for human-computer interaction such as tangible user interfaces and computer vision techniques present new possibilities for manipulating architectural designs. These technologies can help bridge between the digital and physical worlds. This paper discusses some of these technologies, analyzes several current design challenges and presents a prototype that illustrates ways in which a broader approach to human- computer interaction might resolve the problem. The ultimate goal of breaking down the boundary between the digital and physical design platforms is to create a unified domain of "continuous thought" for all design activities.
keywords Computer-aided Architectural Design, Tangible Interaction, Vision-Based Computing
series CAAD Futures
email chsiao9@gatech.edu
last changed 2012/02/11 18:21

_id cf2011_p099
id cf2011_p099
authors Huang, Andy; Erhan Halil, Woodbury Robert, Nasirova Diliara, Kozlova Karine
year 2011
title Collaboration Workflow Simplified: Reduction of Device Overhead for Integrated Design Collaboration
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 591-602.
summary Design collaboration relies on cognitive tools such as analog media and digital peripheral devices, and shows the characteristics of distributed cognition. It is a social and complex activity involving multiple agents communicating and using external cognitive tools to encode, decode, and share information in the process of collaborative task completion. The systems supporting this activity should meet the ’principle of least collaboration effort’ [4] that proposes that agents in collaboration minimize their effort in presentation and acceptance of information. Yet, current collaboration systems are dispersed mixed media that is often overloaded with representations and functionality, thus preventing seam- less information sharing. Designers are required to spend extra effort collecting information using peripheral devices and in system management when sharing information. The goal of this study is to understand these overheads in infor- mation collection and sharing using peripheral devices, and to provide designers with a supportive platform to enhance collaboration using both analog and digital media. In this paper, we first review available peripheral devices such as smart pens, digital cameras, and voice recorders, as well as existing collaboration sup- porting software systems for their benefits and deficiencies in collaboration. We then present ’DiNa’, a collaboration platform that is envisioned to improve pro- ductivity and reduce redundant work by integrating peripheral devices into the collaboration workflow. We demonstrate a possible workflow using this system through several scenarios where designers collaborate in performing a series of design tasks. We hope to bring attention to the importance least collaborative effort in designing systems to support real-world collaboration.
keywords Collaboration, Peripheral Devices, Knowledge Collection, Human Computer Interaction, Computer Aided Design
series CAAD Futures
email huang_a@sfu.ca
last changed 2012/02/11 18:21

_id ecaade2011_146
id ecaade2011_146
authors Hunter, Moira; Chase, Scott; Kligerman, Bradley; Zupancic, Tadeja
year 2011
title ARCHI21: Architectural and Design based Education and Practice through Content & Language Integrated Learning using Immersive Virtual Environments for 21st Century Skills
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.725-733
summary This paper offers insights into innovative practice being undertaken in higher architectural and design education, where both language and content teaching and learning are integrated as interwoven parts with joint curricular roles. Using Expansive Learning Theory as an analytical framework to examine potential tensions and contradictions arising from the educational approach of Content and Language Integrated Learning, reference is made to three very recent pilot studies of the EU funded project, ARCHI21. The experiential learning in these studies adopted a blended approach, where classical face-to-face learning-teaching scenarios were supported by immersive 3D virtual environments together with social networking media and Web 2.0 tools. This paper uses these pilot studies to speculate on aspects of fragility and offers reflection on future project activity.
wos WOS:000335665500084
keywords Architecture; education; Content and Language Integrated Learning; 3D immersive environments; Second Life
series eCAADe
email moira.hunter@paris-malaquais.archi.fr
last changed 2016/05/16 09:08

_id ecaade2011_033
id ecaade2011_033
authors Kligerman, Brad; Mehdaoui, Jamil
year 2011
title Building Fragile Places: Mixed Reality as an architectural platform
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.653-662
summary This paper will explore the hypothesis that Mixed Reality is a differentiated media and credible framework for the generation, fabrication and communication of projects that are explicitly engaged in design research. This will be shown through a critical presentation of three built and unbuilt projects by Building w/immaterials in the domains of architecture, installation and education. These projects will demonstrate the creative and theoretical application of Mixed Reality from within the differentiated social system of Architecture. While the majority of research into Mixed Reality seems to concern its technical aspects, we will explore its application as a creative system for project development, realization and diffusion.
wos WOS:000335665500076
keywords Architecture; Mixed Reality; Innovation; Virtual Worlds; Media
series eCAADe
email immaterials@gmail.com
last changed 2016/05/16 09:08

For more results click below:

this is page 0show page 1show page 2HOMELOGIN (you are user _anon_223294 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002