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 17 of 17

_id 304caadria2004
id 304caadria2004
authors Beng-Kiang Tan
year 2004
title Integrating Digital Modeling and Full-Scale Construction in Design Studio
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 433-442
summary This paper presents the observations of a design studio for undergraduates that adopted a hands-on, experiential approach where students combined both digital modeling and full-scale construction in their design process. The studio was designed as team-based to encourage peer learning and collaboration in design. The students used multiple media and engaged in tactile experience and through the process discovered by themselves the issues of translating digital design into full-scale construction and achieved a better understanding of construction, scale and materiality.
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2004/05/20 17:39

_id cf2007_431
id cf2007_431
authors Kiang, Tan Beng; Daniel Hii Jun Chung
year 2007
title Integrating Advanced Shader Technology for Realistic Architectural Virtual Reality Visualisation
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 431-443
summary The gaming industry plays a pivotal role in creating real-time advanced shaders nowadays. With better and more affordable computer hardware, shaders are beginning to be used in other non- gaming softwares. The virtual reality visualization tools used by the architectural designers can benefit from this. This paper investigates the impact of real-time shaders on the performance of architectural virtual reality visualization of 3D models and provides a guide for architectural users to decide the optimal number of shaders to use based on the size of the model.
series CAAD Futures
email akitanbk@nus.edu.sg
last changed 2007/07/06 10:47

_id caadria2011_018
id caadria2011_018
authors Nguyen, Thi Lan Truc and Beng-Kiang Tan
year 2011
title Understanding and constructing shared spaces for supporting informal interaction at a distance
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. 189-198
summary This paper discusses the support of informal interaction at a distance using shared space approach. From examining existing examples, we identified critical issues and suggested that a lack of sense of shared space might be the cause of these issues. In order to understand how sense of shared space is supported in these systems, this paper introduces a taxonomy of mediated shared space for informal interaction whose categories are classified based on the degree to which the sense of shared space is supported.
keywords Informal interaction; shared space; collaborative virtual environment
series CAADRIA
email g0800518@nus.edu.sg
last changed 2012/05/30 19:29

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
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. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email g0800518@nus.edu.sg
last changed 2012/02/11 18:21

_id caadria2010_009
id caadria2010_009
authors Rahaman, Hafizur and Beng-Kiang Tan
year 2010
title Interpreting digital heritage: considering the end-user’s perspective
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 93-102
summary Present virtual heritage projects are mostly focused either on ‘process’ or ‘product’ but rarely consider ‘user’ (end user’s perception of the content) with project contents predominantly developed with an ‘ocular-centric’ tendency. There is no significant interpretation method or principles for interpreting digital heritage unlike other disciplines such as archaeology. This paper argues that, for better interpretation and experience of a digital heritage site, a comprehensive interpretation method is required, which should address multicultural background of end-users and overcome the linearity and subjectiveness in content creation. This paper also argues that instead of pre-determined instructional sequences or descriptive interpretation, the interaction setting can be participatory and contributive, where the visitor and environment may interplay mutually with each other. As a methodology, ‘Interpretation’ is first conceptualized by assimilating definitions from heritage scholars and organizations. Notions of interpretation-practice and level of interaction were identified from reviewing some online digital heritage projects. By identifying weaknesses, this paper finally proposes a few suggestions for overcoming and possibly developing a comprehensive interpretation method for future digital heritage projects.
keywords Heritage interpretation; end user; digital heritage
series CAADRIA
email hafizur@nus.edu.sg
last changed 2012/05/30 19:29

_id caadria2009_192
id caadria2009_192
authors Rahaman, Hafizur; Beng-Kiang Tan
year 2009
title Interactive Space: Searching for A Dual Physical-Virtual World
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 675-684
summary This paper discusses embodied interaction followed by a survey of examples in installation art and research projects that attempt to fuse physical space and digital technology. From studying the examples, we propose a categorization of types for a better understanding of interactive spaces. Design attributes are also identified from the examples. We hope this will be useful to designers in designing engaging interactive spaces.
keywords Architecture, interactive space, embodied interaction, human computer interaction, virtual space
series CAADRIA
email hafizur@nus.edu.sg
last changed 2012/05/30 19:29

_id ijac20109106
id ijac20109106
authors Rahaman, Hafizur; Beng-Kiang Tan
year 2011
title Interpreting Digital Heritage: A Conceptual Model with End-Users' Perspective
source International Journal of Architectural Computing vol. 9 - no. 1, 99-114
summary Present virtual heritage projects are mostly focused either on ‘process’ or ‘product’ but rarely consider ‘users’ (end-users' perception of the content) with project contents predominantly developed with an ‘ocular-centric’ tendency. There is no significant interpretation method or principle for interpreting digital heritage like other disciplines such as archaeology. This paper argues that, for better interpretation and experience of a digital heritage site, a comprehensive interpretation method is required, which should address end-users with various background, overcome the linearity in narrative level and subjectiveness in content creation. This paper also argues that instead of predetermined instructional sequences or descriptive interpretation, the interaction setting can be participatory and contributive, where the end-users and environment may engage in ‘dialogic-interaction’. In terms of methodology, ‘Interpretation’ is first conceptualized by assimilating definitions from various heritage scholars and interpretation organizations. Notions of interpretation-practice and level of interaction are identified from reviewing some online digital heritage projects. By identifying weaknesses, this paper finally proposes a conceptual model for developing a comprehensive interpretation method for future digital heritage projects.
series journal
last changed 2019/05/24 07:55

_id caadria2007_599
id caadria2007_599
authors Tan, Beng Kiang; Daniel Hii Jun Chung
year 2007
title Optimising Real-Time Virtual Reality Architecture Presentation
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In real-time virtual reality walkthrough, there is a minimum frame replacement rate needed to maintain the “smoothness” of walking through a scene. This paper identifies the variables that affect efficient real-time walkthrough of architectural models on an affordable PC platform. Experiments were conducted to determine how each variable affects the frame rate and memory consumption. The results will help guide architects and students to better manage their CAD model in order to achieve smooth real-time walkthroughs in their presentation.
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2008/06/16 08:48

_id 6a02
id 6a02
authors Tan, Beng-Kiang
year 2001
title Visualizing Building Occupancy Pattern on Campus
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 398-404
summary This paper addresses the problem of information opacity that planners and university administrators have when they have multiple sets of data that are not interconnected and how these data can be visualized. The visualization of building occupancy pattern on campus is used as an example to illustrate how this general problem can be addressed through a database driven effective visualization that supports decision-making. This paper proposes a solution using web-based 3D Virtual Reality Modeling Language (VRML) animation dynamically generated from a database and describes a prototype in progress. The prototype displays a broad overview of building occupancy patterns across campus through 3D animation of occupancy over time. From the overview, users can navigate further to find out the details of occupancy throughout the day for specific buildings on campus.
keywords Visualization, VRML, Animation, Campus Population, Information Visualization
series ACADIA
email akitanbk@nus.edu.sg
last changed 2003/10/13 04:32

_id caadria2010_046
id caadria2010_046
authors Tan, Beng-Kiang and Jung-Ho Yeom
year 2010
title Interactive message wall: a public display for collective sharing in real and virtual place
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 487-496
summary In this paper, we propose a design of an interactive message wall as a public display for large group setting such as a university community to encourage user participation, social interaction and creation of user content. It is a public display for collective sharing of thoughts. It is also a portal for online users to make their presence felt in the physical place. Both users at the physical place and in an online virtual world can post messages to the interactive message wall. The paper will present user studies carried out with a mock-up message wall to establish how onsite users use it, their preferred ways to leave messages, what medium of content (voice, photo, text, video) they are willing to share, and user participation. The results of the user studies will inform the design of the interactive message wall and provide learning points on how to promote user participation.
keywords Interactive message wall; public display; ubiquitous computing; virtual worlds; second life
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2012/05/30 19:29

_id caadria2011_030
id caadria2011_030
authors Tan, Beng-Kiang and Jung-Ho Yeom
year 2011
title Mirrored message wall: Bridging the real and virtual community
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. 311-320
summary The Mirrored Message Wall is a cross-world digital public display located in both real and virtual world, for collective sharing of thoughts and messages and serves to connect the real world and virtual communities. The wall was installed at a university library foyer and concurrently at a 3D virtual campus for user studies. This paper presents its design, social factors considered in the design, implementation, and the findings of the user survey and observations. The results confirm that such an installation does encourage people to interact with each other and the results will inform a better design for the next version.
keywords Virtual environment; second life; interactive message wall; public display; social interaction
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2012/05/30 19:29

_id cf2009_poster_31
id cf2009_poster_31
authors Tan, Beng-Kiang and Stephen Lim Tsung Yee
year 2009
title Place-Making In Online Virtual Envionment: The Case Of Second Life
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary With Internet bandwidth becoming better and more affordable, coupled with rapid advancement in web technology, multiuser online 3D virtual environments have become a reality and increasingly popular. One such world, Second Life (launched in 2003), has 2.3 million “residents” living in their virtual platform as of January 2007. The residents “live”, work and play there. They also socialize in public spaces inside this virtual environment.
keywords Virtual world, virtual environment, second life, place
series CAAD Futures
type poster
last changed 2009/07/08 20:12

_id caadria2010_010
id caadria2010_010
authors Tan, Beng-Kiang and Stephen Lim Tsung Yee
year 2010
title Place and placelessness in 3D online virtual world
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 103-112
summary This paper examines the issue of place-making in 3D virtual world from the design point of view. It aims to find out what are the elements to create a sense of place. As Second Life currently has the largest users among 3D virtual worlds, it is selected as a study case. The methodology consists of theoretical studies and ethnographic observation. Firstly, literature review of theories regarding place-making in the physical world and the virtual world were done. From that a framework was formulated as a common basis for ethnographic observations and interviews at three real world public spaces and four locations in Second Life. This paper presents findings from the latter. The focus areas are physical settings, activities and experience of users. The observations are discussed and criteria for place-making in multiuser 3D online virtual environments are proposed. This paper will contribute to the understanding of how to design a place rather than space in 3D online virtual world.
keywords 3D virtual world; Second Life; place-making; multiuser online virtual environment
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2012/05/30 19:29

_id 2004_547
id 2004_547
authors Tan, Beng-Kiang
year 2004
title Pencil, Pixels and Pulp : A Collaborative Design Studio with Digital Modeling and Full-scale Construction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 547-552
summary This paper presents the observations of a design studio for undergraduates that adopted a hands-on, collaborative and experiential approach to combining both digital modeling and full-scale construction in their design process. The studio was designed as team-based to encourage peer learning, knowledge sharing and collaboration in design. The students were engaged in multiple media and tactile experiences. Through this process, students explored the issues of translating digital design into full-scale construction and achieved a better understanding of construction, scale and materiality.
keywords Collaborative Design, Digital Design, Design Education, Pedagogy, Knowledge Sharing
series eCAADe
email akitanbk@nus.edu.sg
last changed 2004/09/18 06:45

_id caadria2008_70_session7a_579
id caadria2008_70_session7a_579
authors Tan, Beng-Kiang; Daniel Jun Chung Hii
year 2008
title The Acceptable Visual Quality of Stereoscopic Virtual Reality Architectural Visualisation
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 579-586
summary The realism of VR visualisation is diminished when images look pixelated or forms are faceted instead of smooth. What constitutes acceptable visual quality by viewers? This paper presents the survey results of what is the acceptable visual quality of triangle complexity and texture resolution for full-size VR visualisation on a large screen and serves as a guide to create VR models more efficiently.
keywords Virtual Reality, Stereoscopic, Visualisation, User perception
series CAADRIA
email akitanbk@nus.edu.sg
last changed 2012/05/30 19:29

_id cf2009_143
id cf2009_143
authors Tan, Beng-Kiang; Rahaman, Hafizur
year 2009
title Virtual heritage: Reality and criticism
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 143-156
summary Virtual environments which are culturally embedded are often categorized as ‘virtual heritage’. Emerging media and digital tools offer us the possibility to experience 3D virtually reconstructed historic sites as visitors, travelers or even as resident. Many critics have identified different issues that often inhibit widespread distribution and use of virtual heritage. However, these present criticisms are mostly focused on either the ‘process’ or the ‘product’ but do not consider ‘user’, i.e. the people using it. This paper attempts to identify and categorize various constraints through investigating present discourse of literature and presents ‘user’ as another inevitable factor to be considered for developing any virtual heritage environment.
keywords Virtual heritage, virtual environment, dissemination, user, interpretation
series CAAD Futures
email akitanbk@nus.edu.sg
last changed 2009/06/08 18:53

_id ecaade2010_092
id ecaade2010_092
authors Zhang, Ji; Heng, Chye Kiang; Hii, Daniel Jun Chung; Janssen, Patrick; Malone-Lee, Lai Choo; Tan, Beng Kiang
year 2010
title Evaluating the Environmental Implications of Density: A comparative case study on the relationship between density, urban block typology and sky view factor performance
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.515-527
wos WOS:000340629400056
summary This study explores the relationship between density, built form typologies and their respective environmental quality in terms of Sky View Factor (SVF) distribution on both the facade and ground levels by examining representative residential precincts and urban street blocks. The findings demonstrate that the performances in terms of facade and ground level SVF distribution vary across cases under study. The differences in the variations of their SVF performances as a result of the increase of density suggest that alternative urban block typologies can be explored, when targeting at higher density development, that provide different spatial configurations and an equally good or better SVF performance than that of some of the existing urban block and precinct typologies.
keywords Density; Urban street block; Precinct; Typology; Sky view factor; Environmental performance
series eCAADe
email sdezj@nus.edu.sg
last changed 2016/05/16 09:08

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