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

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_id 59c3
authors Bruckman, Amy
year 1996
title Finding One's Own Space in Cyberspace
source MIT Technology Review. January 1996, p. 50
summary The week the last Internet porn scandal broke, my phone didn't stop ringing: "Are women comfortable on the Net?" "Should women use gender-neutral names on the Net?" "Are women harassed on the Net?" Reporters called from all over the country with basically the same question. I told them all: your question is ill-formed. "The Net" is not one thing. It's like asking: "Are women comfortable in bars?" That's a silly question. Which woman? Which bar? The summer I was 18, I was the computer counselor at a summer camp. After the campers were asleep, the counselors were allowed out, and would go bar hopping. First everyone would go to Maria's, an Italian restaurant with red-and-white-checked table cloths. Maria welcomed everyone from behind the bar, greeting regular customers by name. She always brought us free garlic bread. Next we'd go to the Sandpiper, a disco with good dance music. The Sandpiper seemed excitingly adult--it was a little scary at first, but then I loved it. Next, we went to the Sportsman, a leather motorcycle bar that I found absolutely terrifying. Huge, bearded men bulging out of their leather vests and pants leered at me. I hid in the corner and tried not to make eye contact with anyone, hoping my friends would get tired soon and give me a ride back to camp.
series other
last changed 2003/04/23 13:50

_id ijac20031204
id ijac20031204
authors de Vries, Bauke; Achten, Henri; Orzechowski, Maciej; Tan, Amy; Segers, Nicole; Tabak, Vincent; Jessurun, Joran; Coomans, Marc
year 2003
title The Tangible Interface: Experiments as an Integral Part of a Research Strategy
source International Journal of Architectural Computing vol. 1 - no. 2
summary The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we present research on new tangible interfaces for architectural design support. In particular, we focus on the research methodological question how to investigate such devices.The research strategy is introduced and discussed, after which concrete implementations of this strategy are shown. Based on this work, we conclude that the combination of interface and the context of its use in terms of design method and user needs form crucial aspects for such research and cannot be considered separately.
series journal
last changed 2007/03/04 06:08

_id acadia03_054
id acadia03_054
authors Hume, Andrew and Schultz, Amy
year 2003
title SANDbox Urbanism - suggestions for deserting the city
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 426
summary This studio sought to examine the unique representational phenomena ofthe city through the design proposal of a Hotel + Experience for Las Vegas. Students were asked to craft their own “realities” - project and program- from research on a series of topics: From all-things-Disney to corporatebranding; from World’s Fairs to themed environments and utopiancommunities; from simulation and synthetic environments to surface, skinand computer graphics concepts. Students drew upon Vegas culture andthe particularities of site (and non-site) to develop proposals which furtherexplored issues of identity construction, consumption and production, andimage in popular culture.
series ACADIA
last changed 2003/10/30 15:20

_id eaa1
authors Kim, Amy Jo
year 2000
title Community Building On The Web, Secret Strategies for Successful Online Communities
source Peachpit Press
summary There's been a marked shift in the philosophy of developing successful Web sites. The technologies (HTML, JavaScript, JavaServer Pages) no longer occupy center stage. Rather, functional objectives and the communities that grow up around them seem to be the main ingredient in Web site success. In her carefully reasoned and well-written Community Building on the Web, Amy Jo Kim explains why communities form and grow. More importantly, she shows (with references to many examples) how you can make your site a catalyst for community growth--and profit in the process. From marketing schemes like's Associates program to The Motley Fool's system of rating members' bulletin-board postings, this book covers all the popular strategies for bringing people in and retaining them. Nine core strategies form the foundation of Kim's recommendations for site builders, serving as the organizational backbone of this book. The strategies generally make sense, and they seem to apply to all kinds of communities, cyber and otherwise. (One advocates the establishment of regular events around which community life can organize itself.) Some parts of Kim's message may seem like common sense, but such a coherent discussion of what defines a community and how it can be made to thrive is still helpful.
series other
last changed 2003/04/23 13:14

_id 749b
authors Kim, Amy Jo
year 2000
title Community Building On The Web, Secret Strategies for Successful Online Communities
source Peachpit Press
summary Contributed by Bruno Tournay (
keywords 3D City modeling
series other
last changed 2001/06/04 18:23

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