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 172

_id 3207
authors Emmerik, Maarten J.G.M. van
year 1990
title Interactive design of parameterized 3D models by direct manipulation
source Delft University of Technology
summary The practical applicability of a computer-aided design system is strongly influenced by both the user interface and the internal model representation. A well designed user interface facilitates the communication with the system by offering an intuitive environment for for specification and representation of model information. An internal model representation, capable of storing geometric, topological and hierarchical dependencies between components in a model, increases the efficiency of the system by facilitating modification and elaboration of the model during the different stages of the design process. The subject of this thesis is the integration of a high level parameterized model representation with direct manipulation interface techniques for the design of three-dimensional objects. A direct manipulation interface enables the user to specify a model by interaction on a graphical representation, as an alternative for an abstract and error-prone apha-numerical dialogue style. A high level model representation is obtained by using a procedural modeling language with general purpose control structures, including arithmetic and logical expressions, repetition, conditionals, functions and procedures, and dedicated data types such as coordinate systems, geometric primitives and geometric constraints. The language interpreter is interconnected with a graphical interface, an incremental constraint solver and a geometrical modeler, using visual programming techniques. The developed techniques are implemented in a modeling system called GeoNode. The system incorporates paradigms of object-oriented design, with respect to both the user interface and to the system implementation. The applicability of the presented techniques is illustrated by examples in application domains such as solid modeling, kinematic analysis, feature modeling and top-down design.
keywords CAD/CAM
series thesis:PhD
last changed 2003/02/12 22:37

_id a2b9
authors Helsel, S.K. and Roth, J.P.
year 1990
title Virtual Reality, theory, practice and promise
source Meckler, London
summary On the creation of highly interactive, computer-based multimedia environments in which the user becomes a participant with the computer in a "virtually real" world. Essentially, the volume is a republication of articles published in the summer 1990 issue of Multimedia review, plus an additional previously unpublished article on metaphysics, a directory of companies and individuals working with virtual reality concepts and technology, and a suggested readings list.
series other
last changed 2003/04/23 15:14

_id 4ec7
authors Papper, Mike
year 1990
title Using high-level constraints to aid space planning applications in computer-aided design
source University of Toronto, Department of Computer Science
summary This thesis describes a system that aids in solving space planning and layout design problems through an innovative use of constraints. Space planning problem solving is aided by constrained manipulation, a trial-and-error approach, and modelling the scaling properties of objects. Constraints are used to model various physical properties of solid objects (including gravity and friction) and to control the way in which objects scale. The system runs on a Silicon Graphics workstation supporting interactive, real-time, 3-dimensional graphics that aid in visualizing designs. The problems handled by our prototype are restricted to objects representable with rectangular solids oriented along the cartesian axes. This system was used by designers and novice computer users to solve a studio layout problem. Constraints were found to aid in the manipulation of objects by providing predictable behaviour for objects. The test results indicate that subjects learn the behaviour of objects easily and use this information in useful ways. In addition, there are indications that constraints can reduce users' cognitive loads at the user interface level. The coupling of constraints with the interactive, 3-dimensional aspect of the system encourages the use of the system at earlier stages of the design process than simple geometric drafting systems. (Abstract shortened by UMI.)
series thesis:MSc
email
last changed 2003/02/12 22:37

_id a7f0
authors Van Emmerick, M.J.G.M.
year 1990
title Interactive design of parameterized 3D models by direct manipulation
source Delft University Press
summary The practical applicability of a computer-aided design system is strongly influenced by both the user interface and the internal model representation. A well designed user interface facilitates the communication with the system by offering an intuitive environment for for specification and representation of model information. An internal model representation, capable of storing geometric, topological and hierarchical dependencies between components in a model, increases the efficiency of the system by facilitating modification and elaboration of the model during the different stages of the design process. The subject of this thesis is the integration of a high level parameterized model representation with direct manipulation interface techniques for the design of three-dimensional objects. A direct manipulation interface enables the user to specify a model by interaction on a graphical representation, as an alternative for an abstract and error-prone apha-numerical dialogue style. A high level model representation is obtained by using a procedural modeling language with general purpose control structures, including arithmetic and logical expressions, repetition, conditionals, functions and procedures, and dedicated data types such as coordinate systems, geometric primitives and geometric constraints. The language interpreter is interconnected with a graphical interface, an incremental constraint solver and a geometrical modeler, using visual programming techniques. The developed techniques are implemented in a modeling system called GeoNode. The system incorporates paradigms of object-oriented design, with respect to both the user interface and to the system implementation. The applicability of the presented techniques is illustrated by examples in application domains such as solid modeling, kinematic analysis, feature modeling and top-down design.
series other
last changed 2003/04/23 15:14

_id acadia06_496
id acadia06_496
authors Jemtrud, Michael
year 2006
title Eucalyptus: User Controlled Lightpath Enabled Participatory Design Studio
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 496-509
doi https://doi.org/10.52842/conf.acadia.2006.496
summary A new notion of participation is at stake with advances in technologically mediated work environments. The digitally mediated e-design studio has been around since the mid-1990’s and has been employed in various forms in disciplines including architecture/engineering/construction (AEC), industrial design, and the automotive industry. Insufficient bandwidth and insufficiently powerful, crudely coordinated tools resulted in distributed task-based modes of collaboration that did not allow full participation by members of the distributed design team. At the very least, the present “second generation” network severely limits the applications, tools, and modes of communication that can be used in data and visualization intense design scenarios. The emergence of Service Oriented Architectures and User-Controlled LightPaths (“intelligent infrastructure”) herald the beginning of a new age where fully participatory multi-site design may become possible. The networks, visualization & communication tools, Service Oriented Architecture & Web Services, work protocols, and physical site designs of the Participatory Design Studio (PDS) being developed by the authors will constitute one of the first working examples of this future. This paper will briefly outline the “mise en scène” or staging of the technical configuration of the Eucalyptus project; observations and results from the creative activity of the PDS in the context of two case studies; and speculate on the implications for design activity, pedagogy, and a more robust mode of participation.
series ACADIA
email
last changed 2022/06/07 07:52

_id 46f1
authors Patterson, J.F.
year 1990
title Rendezvous: An Architecture for Synchronous Multi-User Applications
source Proceedings, Conference on Computer-Supported Cooperative Work. New York: ACM, pp. 317-328
summary Rendezvous is an architecture for creating synchronous multi-user applications. It consists of two parts: a run-time architecture for managing the multi-user session and a start-up architecture for managing the network connectivity. The run-time architecture is based on a User Interface Management System called MEL, which is a language extension to Common Lisp providing support for graphics operations, object-oriented programming, and constraints. Constraints are used to manage three dimensions of sharing: sharing of underlying information, sharing of views, and sharing of access. The start-up architecture decouples invoking and joining an application so that not all users need be known when the application is started. At present, the run-time architecture is completed and running test applications. As a first test of the complete Rendezvous architecture, we will implement a multi-user card game by the end of the summer.
series other
last changed 2003/04/23 15:50

_id aea2
authors Laurel, B. (ed.)
year 1990
title The Art of Human-Computer Interface Design
source New York: Addison-Wesley.
summary Human-computer interface design is a new discipline. So new in fact, that Alan Kay of Apple Computer quipped that people "are not sure whether they should order it by the yard or the ton"! Irrespective of the measure, interface design is gradually emerging as a much-needed and timely approach to reducing the awkwardness and inconveniences of human-computer interaction. "Increased cognitive load", "bewildered and tired users" - these are the byproducts of the "plethora of options and the interface conventions" faced by computer users. Originally, computers were "designed by engineers, for engineers". Little or no attention was, or needed to be, paid to the interface. However, the pervasive use of the personal computer and the increasing number and variety of applications and programs has given rise to a need to focus on the "cognitive locus of human-computer interaction" i.e. the interface. What is the interface? Laurel defines the interface as a "contact surface" that "reflects the physical properties of the interactors, the functions to be performed, and the balance of power and control." (p.xiii) Incorporated into her definition are the "cognitive and emotional aspects of the user's experience". In a very basic sense, the interface is "the place where contact between two entities occurs." (p.xii) Doorknobs, steering wheels, spacesuits-these are all interfaces. The greater the difference between the two entities, the greater the need for a well-designed interface. In this case, the two very different entities are computers and humans. Human-conputer interface design looks at how we can lessen the effects of these differences. This means, for Laurel, empowering users by providing them with ease of use. "How can we think about it so that the interfaces we design will empower users?" "What does the user want to do?" These are the questions Laurel believes must be asked by designers. These are the questions addressed directly and indirectly by the approximately 50 contributors to The Art of Human-Computer Interface Design. In spite of the large number of contributors to the book and the wide range of fields with which they are associated, there is a broad consensus on how interfaces can be designed for empowerment and ease of use. User testing, user contexts, user tasks, user needs, user control: these terms appear throughout the book and suggest ways in which design might focus less on the technology and more on the user. With this perspective in mind, contributor D. Norman argues that computer interfaces should be designed so that the user interacts more with the task and less with the machine. Such interfaces "blend with the task", and "make tools invisible" so that "the technology is subervient to that goal". Sellen and Nicol insist on the need for interfaces that are 'simple', 'self-explanatory', 'adaptive' and 'supportive'. Contributors Vertelney and Grudin are interested in interfaces that support the contexts in which many users work. They consider ways in which group-oriented tasks and collaborative efforts can be supported and aided by the particular design of the interface. Mountford equates ease of use with understating the interface: "The art and science of interface design depends largely on making the transaction with the computer as transparent as possible in order to minimize the burden on the user".(p.248) Mountford also believes in "making computers more powerful extensions of our natural capabilities and goals" by offering the user a "richer sensory environment". One way this can be achieved according to Saloman is through creative use of colour. Saloman notes that colour can not only impart information but that it can be a useful mnemonic device to create associations. A richer sensory environment can also be achieved through use of sound, natural speech recognition, graphics, gesture input devices, animation, video, optical media and through what Blake refers to as "hybrid systems". These systems include additional interface features to control components such as optical disks, videotape, speech digitizers and a range of devices that support "whole user tasks". Rich sensory environments are often characteristic of game interfaces which rely heavily on sound and graphics. Crawford believes we have a lot to learn from the design of games and that they incorporate "sound concepts of user interface design". He argues that "games operate in a more demanding user-interface universe than other applications" since they must be both "fun" and "functional".
series other
last changed 2003/04/23 15:14

_id sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGRADI
email
last changed 2021/03/28 19:58

_id 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id ecaade2015_37
id ecaade2015_37
authors Forster, Julia; Fritz, Sara, Schleicher, Johannes and Rab, Nikolaus
year 2015
title Developer Tools for Smart Approaches to Responsible-Minded Planning Strategies
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 545-551
doi https://doi.org/10.52842/conf.ecaade.2015.1.545
wos WOS:000372317300059
summary The city of Vienna follows a long-term initiative to become a Smart City. Within 2050 it aims to reduce 80% of the CO2 emissions (in comparison to 1990) and looks forward to generate ways for a sustainable energy production. (Smart City Framework Strategy 2014) Reaching this targets requires a complex planning process which involves interdisciplinary stakeholders and decision makers. An interactive multi-dimensional environment, comprising spatial objects and data models, is a helpful tool during these planning processes. This paper proposes a suitable path for the development of a structural framework for such an environment. The benefits of such an environment are shown in detail, based on an application of the economic solar heat potential in Vienna.
series eCAADe
email
last changed 2022/06/07 07:51

_id ab63
authors Gross, Mark D.
year 1990
title Relational Modeling: A Basis for Computer-Assisted Design
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 123-136
summary Today's computer assisted design (CAD) systems automate traditional ways of working with tracing paper and pencil, but they cannot represent the rules and relationships of a design. As hardware becomes faster and memory less expensive, more sophisticated fundamental software technologies will be adopted. This shift in the basis of CAD will provide powerful capabilities and offer new ways to think about designing. Recently parametric design, a technique for describing a large class of designs with a small description in code, has become a focus of attention in architectural computing. In parametric CAD systems, design features are identified and keyed to a number of input variables. Changes in the input values result in variations of the basic design. Based on conventional software technologies, parametric design has been successfully applied in many design domains including architecture and is supported by several commercial CAD packages. A weakness of parametric techniques is the need to predetermine which properties are input parameters to be varied and which are to be derived. Relational modeling is a simple and powerful extension of parametric design that overcomes this weakness. By viewing relations as reversible rather than one-way, any set of properties can be chosen as input parameters. For example, a relational model that calculates the shadow length of a given building can also be used to calculate the building height given a desired shadow length. In exercising a relational model the designer is not limited to a pre-selected set of input variables but can explore and experiment freely with changes in all parts of the model. Co is a relational modeling environment under development on the Macintosh-II computer, and Co-Draw, a prototype CAD program based on Co. Co's relationaI engine and object-oriented database provide a powerful basis for modeling design relations. Co-Draw's interactive graphics offer a flexible medium for design exploration. Co provides tools for viewing and editing design models in various representations, including spreadsheet cards, tree and graph structures, as well as plan and elevation graphics. Co's concepts and architecture are described and the implications for design education are discussed.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id c0a3
authors Harfmann, Anton C. and Chen, Stuart S.
year 1989
title Component Based Computer Aided Learning for Students of Architecture and Civil Engineering
source New Ideas and Directions for the 1990’s [ACADIA Conference Proceedings] Gainsville (Florida - USA) 27-29 October 1989, pp. 193-208
doi https://doi.org/10.52842/conf.acadia.1989.193
summary The paper describes the methodology and the current efforts to develop an interdisciplinary computer aided learning system for architects and civil engineers. The system being developed incorporates a component oriented relational database with an existing interactive 3-dimensional modeling system developed in the School of Architecture and Planning at SUNY Buffalo. The software will be used in existing courses in architecture and civil engineering as a teaching aid to help students understand the complex 3-dimensional interrelationships of structural components. Initial implementation has focused on the modeling of the components and assemblies for a lowrise steel frame structure. Current implementation efforts are focusing on the capability to view connections in various ways including the ability to "explode" a connection to better understand the sequence of construction and load paths. Appropriate codes, limit states of failure and specific data will be linked to each specific component in an expert system shell so that the system can offer feedback about a student generated connection and perhaps offer other possible connections a library of standard connections. Future expansion of the system will include adding other "systems" of a building, such as mechanical, electrical, plumbing, enclosure etc., to help students visualize the integration of the various parts.
series ACADIA
email
last changed 2022/06/07 07:49

_id effd
authors Morozumi, M., Nakamura, H. and Kijima, Y.
year 1990
title A Primitive-Instancing Interactive 3-D Modeling System for Spatial Design Studies
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 457-468
summary The authors have developed a basic, interactive, primitive-instancing 3-D modeling system (CAADF), which is based on a high-speed 3-D color graphic workstation, and have tested its potential ability to support spatial design studies in an architectural design studio. After- a review of work performed by a student with the system, this paper concludes that this system provides an attractive environment for spatial design studies which conventional CAD systems have not achieved. The interactive process of 3-D modeling in perspective or isometric view images and the dynamic viewing utility are the most successful features of the system. In contrast to those advantages, the resolution of color graphic display is a limitation of the system. The authors conclude that if sufficiently many appropriate 3-D geometric primitives are supported by a CAD system, a primitive instancing method can significantly reduce the work entailed in object modeling.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 2a8b
authors Purcell, Patrick and Applebaum Dan
year 1990
title Light Table: An Interface To Visual Information Systems
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 229-238
summary A primary aim of the Light Table project was to see if a combination of the optical laser disc, local area networks, and interactive videographic workstation technology could bring a major visual collection, (such as the Rotch Visual Collections of the Massachusetts Institute of Technology), to a campuswide population of undergraduate users. VIS (Visual Information System) is the name being given to the new genre of information technology. Much research and development effort is currently being applied to areas where the image has a special significance, for example in architecture and planning, in graphic and fine arts, in biology, in medicine, and in photography. One particular advance in the technology of VIS has been the facility to access visual information across a distributed computer system via LAN (Local Area Networks) and video delivery systems, (such as campus TV cable). This advance allows users to retrieve images from both local and remote sources, dispatching the image search through the LAN, and receiving the images back at their workstation via dedicated channels on the campus TV cable. Light Table is the title of a system that acts as a computer-based interactive videographic interface to a variety of visual information systems described in the body of this paper. It takes its name from the traditional, back- lit, translucent light table that lecturers use to assemble and view collections of slides for talks and seminars. The component of Light Table which is being reported in greatest detail here, a software outcome called Galatea, is a versatile and robust system capable of controlling video devices in a networked environment.
series CAAD Futures
last changed 1999/04/03 17:58

_id af76
authors Wong, Waycal C.H. and Will, Barry F.
year 1996
title An Analysis of Using a Digital 3D Sundial as a Design and Decision Support Tool
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 131-141
doi https://doi.org/10.52842/conf.caadria.1996.131
summary The rapid speed of computer development brings new technologies, and these advances require innovative investigations to apply them optimally in the field of architecture. Burkett (1984) demonstrated that computer graphics can ‘provide an excellent opportunity for exploring solar issues in building redesign’. With one of the latest computer technologies, the "hyper-model” environment, this research investigates how to environment can become an aid in the design and decision support area. The research first reviews the communication between the architect and the client as described by Salisbury (1990). The review indicates that an interactive 3D hypermedia paradigm, with quick response, fast data manipulation and 3D visualization, offers a better communication media between the architect and the client. This research applies the "hyper-model” environment to design and develop a new methodology in collecting, analyzing, and presenting solar data. It also endeavors to show the possibilities of using the environment in design process.
series CAADRIA
last changed 2022/06/07 07:57

_id 68c8
authors Flemming, U., Coyne, R. and Fenves, S. (et al.)
year 1994
title SEED: A Software Environment to Support the Early Phases in Building Design
source Proceeding of IKM '94, Weimar, Germany, pp. 5-10
summary The SEED project intends to develop a software environment that supports the early phases in building design (Flemming et al., 1993). The goal is to provide support, in principle, for the preliminary design of buildings in all aspects that can gain from computer support. This includes using the computer not only for analysis and evaluation, but also more actively for the generation of designs, or more accurately, for the rapid generation of design representations. A major motivation for the development of SEED is to bring the results of two multi-generational research efforts focusing on `generative' design systems closer to practice: 1. LOOS/ABLOOS, a generative system for the synthesis of layouts of rectangles (Flemming et al., 1988; Flemming, 1989; Coyne and Flemming, 1990; Coyne, 1991); 2. GENESIS, a rule-based system that supports the generation of assemblies of 3-dimensional solids (Heisserman, 1991; Heisserman and Woodbury, 1993). The rapid generation of design representations can take advantage of special opportunities when it deals with a recurring building type, that is, a building type dealt with frequently by the users of the system. Design firms - from housing manufacturers to government agencies - accumulate considerable experience with recurring building types. But current CAD systems capture this experience and support its reuse only marginally. SEED intends to provide systematic support for the storing and retrieval of past solutions and their adaptation to similar problem situations. This motivation aligns aspects of SEED closely with current work in Artificial Intelligence that focuses on case-based design (see, for example, Kolodner, 1991; Domeshek and Kolodner, 1992; Hua et al., 1992).
series other
email
last changed 2003/04/23 15:14

_id maver_105
id maver_105
authors Maver, Thomas W.
year 1994
title Information Technology in Design: A Perspective
source Journal of Housing, Building and Planning, vol 1, 0218-6536
summary In October 1990 a small group of people met at Ross Priory on the shores of Loch Lomond in Scotland to celebrate 21 years of computer aided building design. The calloboration- called CAAD Comes of Age - took the form of a seminar with papers presented by academics and design practitioners whose experience of this subject spanned these formative years during which the subject has grown from the minority time interest of a few eccentric academics into a multi- billion dollar business A number of the papers and much of the discussion focused on what had transpired over the 21 year period and how the evolution of the subject corresponded to the predictions which had been made at various times in the past This paper gathers together some of the perceptions which emerged from the event.
series other
email
last changed 2003/09/03 15:36

_id maver_097
id maver_097
authors Maver, Thomas W.
year 1994
title Information Technology in Design: A Perspective
source Journal of Housing, Building and Planning, vol 1, 0218-6536
summary In October 1990 a small group of people met at Ross Priory on the shores of Loch Lomond in Scotland to celebrate 21 years of computer aided building design. The calloboration- called CAAD Comes of Age - took the form of a seminar with papers presented by academics and design practitioners whose experience of this subject spanned these formative years during which the subject has grown from the minority time interest of a few eccentric academics into a multi- billion dollar business A number of the papers and much of the discussion focused on what had transpired over the 21 year period and how the evolution of the subject corresponded to the predictions which had been made at various times in the past This paper gathers together some of the perceptions which emerged from the event.
series other
email
last changed 2003/09/03 15:01

_id 435a
authors Mitchell, William J.
year 1990
title Afterword: The Design Studio of The Future
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 479-494
summary Things began to change in the mid-1940s, though architects hardly noticed. Scientists and engineers started to speculate that the new electronic technologies which had emerged in the wartime years would profoundly change the character of intellectual work. Vannevar Bush (1945) imagined a device called the Memex, which would function as a personal information server. By the 1950s computers were becoming a commercial reality, and in 1956 Fortune magazine published a remarkably prescient depiction of a machine that we can now recognize as a computer-aided design workstation complete with graphic input devices and a multi-window display showing different views of a three-dimensional object. These wonderful machines were never built, much less put to any practical use, but they established a powerful idea.
series CAAD Futures
email
last changed 2003/05/16 20:58

_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
last changed 2012/02/11 19:21

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 8HOMELOGIN (you are user _anon_963580 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002