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 20 of 262

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id caadria2006_047
id caadria2006_047
authors SHAI YESHAYAHU, A.; B. MARIA VERA
year 2006
title CUT, COPY, PASTE SOCIETY
doi https://doi.org/10.52842/conf.caadria.2006.x.g1r
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 47-52
summary You and I were not born in the 1990’s thus our experience about the true modalities of circulation and communication that have substantially transformed the methods that form and inform us today, are not really “pure”. Why? Because we know how slow time was before the communication boom of this last decade and because some of us still believe that we must read to be inform and thus, visit a bookstore, library or friends house and get peeks inside a subject of matter. So experiencing life as we bypass the book _ that’s a story of a brand new era! Taking note of the enormous changes this era brings, is fundamental to our current pedagogic undertakings. We seek data about the differences that lie in the way individuals, which never knew a world before or between analogue and digital zones, process information. It signals a dramatic shift in cognitive realms that is deeply imbedded in our emerging socio-economic spheres. So, you say “hypothesizing that economic, technologic, and cultural fluxes fabricate new means to learn and think, is not a fresh idea”_ True. But, it led us to ask one fundamental question _What are the upcoming learning habits employed by the “post digital” society? We noted that the post digital generation is an avid cut, copy, paste society that is able to extract information from infinite resources and mix, remix in diversified modes, through time and in real-time. We think these abilities are strengths, which will permit students to multitask yet they strongly differ from the academic agendas that are concerned with meditative processes and qualitative interdisciplinary task. As aspiring academics interested in the reconfiguration of current pedagogic formats we seek a creative intervention for future design generations, one that can benefit both the upheavals of the cultural world and the integrity of the academic setting where a pedagogy that links extended fields of knowledge with shifting cognitive habits can emerge. In this arena where cognition plays an important role, our goals are challenging and difficult, especially in the beginning years when the foundations set forward leaves lasting impressions. Thus, letting go of familiar grounds and tuning to continual alterations of the immediate surroundings enables us to seek means that facilitate important readings for our current learning/teaching processes. Demystifying changes and embracing differences as design potentials for new interventions are basic programmatic elements that permit us to incorporate a rigorous research agenda in the design exercises. Our presentation will project the current state of our teaching modality and provide examples of current studio work. It will demonstrate how everyday rituals, journeys and research observations, are documented by a society that heralds a new academic setting.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 8833
authors Kalay, Yehuda E., Swerdloff, Lucien M. and Majkowski, Bruce R. (et al)
year 1990
title Process and Knowledge in Design Computation
source Journal of Architectural Education. February, 1990. includes bibliography
summary The challenge of understanding the many facets of design has been a central issue in attempting to computationally define design processes and knowledge. The historical progression of computers in design has been characterized by high aspirations repeatedly humbled by the complexity of design problems. Fundamental questions concerning the role and impact of computers in design should be re-examined in light of new developments in Computer-Aided Design (CAD) and Artificial Intelligence (AI), and the progressive understanding of design itself. At the heart of these issues must lie a mutual understanding of the respective traits of design and computation, and the balance of interaction between them. In this paper two avenues, expressed in terms of mappings between design and computation, are explored with the intention of clarifying the relationship between the theories of design and computation. First, the relationship between models of the design process and computational search strategies is explored. Several paradigms (problem solving, puzzle making, and constraint satisfying), which demonstrate a breadth of approaches to modeling design, are presented along with their computational implications. Second, relationships between design knowledge and computational representation schemes are discussed. Emphasis is placed on drawing from cognitive and computational knowledge representation schemes to represent design knowledge. Finally, some thoughts on integrating these design models and knowledge representation schemes into computer systems to assist designers are discussed
keywords design process, knowledge, representation, architecture
series CADline
email
last changed 2003/06/02 13:58

_id 5509
authors Koutamanis, Alexandros
year 1990
title Development of a computerized handbook of architectural plans
source Delft University of Technology
summary The dissertation investigates an approach to the development of visual / spatial computer representations for architectural purposes through the development of the computerized handbook of architectural plans (chap), a knowledge-based computer system capable of recognizing the metric properties of architectural plans. This investigation can be summarized as an introduction of computer vision to the computerization of architectural representations: chap represents an attempt to automate recognition of the most essential among conventional architectural drawings, floor plans. The system accepts as input digitized images of architectural plans and recognizes their spatial primitives (locations) and their spatial articulation on a variety of abstraction levels. The final output of chap is a description of the plan in terms of the grouping formations detected in its spatial articulation. The overall structure of the description is based on an analysis of its conformity to the formal rules of its “stylistic” context (which in the initial version of chap is classical architecture). Chapter 1 suggests that the poor performance of computerized architectural drawing and design systems is among others evidence of the necessity to computerize visual / spatial architectural representations. A recognition system such as chap offers comprehensive means for the investigation of a methodology for the development and use of such representations. Chapter 2 describes a fundamental task of chap: recognition of the position and shape of locations, the atomic parts of the description of an architectural plan in chap. This operation represents the final and most significant part of the first stage in processing an image input in machine environment. Chapter 3 moves to the next significant problem, recognition of the spatial arrangement of locations in an architectural plan, that is, recognition of grouping relationships that determine the subdivision of a plan into parts. In the absence of systematic and exhaustive typologic studies of classical architecture that would allow us to define a repertory of the location group types possible in classical architectural plans, Chapter 3 follows a bottom-up approach based on grouping relationships derived from elementary architectural knowledge and formalized with assistance from Gestalt theory and its antecedents. The grouping process described in Chapter 3 corresponds both in purpose and in structure to the derivation of a description of an image in computer vision [Marr 1982]. Chapter 4 investigates the well-formedness of the description of a classical architectural plan in an analytical manner: each relevant level (or sublevel) of the classical canon according to Tzonis & Lefaivre [1986] is transformed into a single group of criteria of well-formedness which is investigated independently. The hierarchical structure of the classical canon determines the coordination of these criteria into a sequence of cognitive filters which progressively analyses the correspondence of the descriptions derived as in Chapter 3 to the constraints of the canon. The methodology and techniques presented in the dissertation are primarily considered with respect to chap, a specific recognition system. The resulting specification of chap gives a measure of the use of such a system within the context of a computerized collection of architectural precedents and also presents several extensions to other areas of architecture. Although these extensions are not considered as verifiable claims, Chapter 5 describes some of their implications, including on the role of architectural drawing in computerized design systems, on architectural typologies, and on the nature and structure of generative systems in architecture.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ab3c
authors Kramer, G.
year 1996
title Mapping a Single Data Stream to Multiple Auditory Variables: A Subjective Approach to Creating a Compelling Design
source Proceedings of the Third International Conferenceon Auditory Display, Santa FO Institute
summary Representing a single data variable changing in time via sonification, or using that data to control a sound in some way appears to be a simple problem but actually involves a significant degree of subjectivity. This paper is a response to my own focus on specific sonification tasks (Kramer 1990, 1993) (Fitch & Kramer, 1994), on broad theoretical concerns in auditory display (Kramer 1994a, 1994b, 1995), and on the representation of high-dimensional data sets (Kramer 1991a & Kramer & Ellison, 1991b). The design focus of this paper is partly a response to the others who, like myself, have primarily employed single fundamental acoustic variables such as pitch or loudness to represent single data streams. These simple representations have framed three challenges: Behavioral and Cognitive Science-Can sonifications created with complex sounds changing simultaneously in several dimensions facilitate the formation of a stronger internal auditory image, or audiation, than would be produced by simpler sonifications? Human Factors and Applications-Would such a stronger internal image of the data prove to be more useful from the standpoint of conveying information? Technology and Design-How might these richer displays be constructed? This final question serves as a starting point for this paper. After years of cautious sonification research I wanted to explore the creation of more interesting and compelling representations.
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 f507
authors Mitchell, W.
year 1990
title The Logic of Architecture: Design, Computation and Cognition
source The MIT Press, Cambridge
summary The Logic of Architecture is the first comprehensive, systematic, and modern treatment of the logical foundations of design thinking. It provides a detailed discussion of languages of architectural form, their specification by means of formal grammars, their interpretation, and their role in structuring design thinking. Supplemented by more than 200 original illustrations, The Logic of Architecture reexamines central issues of design theory in the light of recent advances in artificial intelligence, cognitive science, and the theory of computation. The richness of this approach permits sympathetic and constructive analysis of positions developed by a wide range of theorists and philosophers from Socrates to the present. Mitchell first considers how buildings may be described in words and shows how such descriptions may be formalized by the notation of first order predicate calculus. This leads to the idea of a critical language for speaking about the qualities of buildings. Turning to the question of representation by drawings and scale models, Mitchell then develops the notion of design worlds that provide graphic tokens which can be manipulated according to certain grammatical rules. In particular, he shows how domains of graphic compositions possible in a design world may be specified by formal shape grammars. Design worlds and critical languages are connected by showing how such languages may be interpreted in design worlds. Design processes are then viewed as computations in a design world with the objective of satisfying predicates of form and function stated in a critical language.
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 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 a8d7
authors Rapaport, William J.
year 1990
title Predication, Fiction, and Artificial Intelligence
source 27 (21) p. : ill. May, 1990. 90-11. includes bibliography
summary This paper describes the SNePS knowledge-representation and reasoning system. SNePS is an intentional, propositional, semantic-network processing system used for research in AI. The author looks at how predication is represented in such a system when it is used for cognitive modeling and natural- language understanding and generation. In particular, the author discusses issues in the representation of fictional entities and the representation of propositions from fiction, using SNePS. A brief survey is given of four philosophical ontological theories of fiction and sketch an epistemological theory of fiction (implemented in SNePS) using a story operator and rules allowing propositions to 'migrate' into and out of story 'spaces.'
keywords knowledge, representation, systems, AI, semantic networks, cognition, natural languages, intentionallity
series CADline
last changed 2003/06/02 13:58

_id sigradi2007_af89
id sigradi2007_af89
authors Rodrigues, Gelly; Gabriela Celani
year 2007
title Cognitive modeling of the creative process in architecture by means of the object-oriented programming technique [Modelagem cognitiva do processo criativo em arquitetura por meio da técnica de programação orientada a objetos]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 275-279
summary The aim of this research was to investigate the relationship between the object-oriented paradigm and the design process in architecture. The work was inspired by Mitchell´s (1990) comparison between architectural types and classes of objects. An analogy was set between the development of classes and the structuring of design problems based on architectural typologies. The method was then compared to Alexander´s (1964) in terms of levels of abstraction. Two classes were implemented, illustrating the application of the object-oriented paradigm in architectural design. The method developed is expected to help architects develop a new understanding of the design process.
keywords Design process; design method; object-oriented programming
series SIGRADI
email
last changed 2016/03/10 09:59

_id 0278
authors Saalman, Howard
year 1990
title Goodness and Value in the Structure of Cognitive Processes
source Journal of Architectural Education Summer, 1990. vol. 43: pp. 3-7. includes bibliography.
summary This paper had its origins in a course entitled 'Basic Concepts in Architecture' which the author has been teaching for about ten years at Carnegie Mellon University. The course is designed to give architects a basis for understanding notions like process (including the architectural process), for developing functioning theories to determine the 'goodness' of things (including their own designs), in short, an approach to problems of cognition, of perception and of response to perceptions. They become aware, perhaps for the first time, of the precise significance of numbers in their design work, including the dreaded demons of 'nothing' and 'infinity.' They learn the meaning of time: it is the sum of perceptions involved in any process, including the process of getting to know things. Control over the design process is what architects must have so they can function effectively, and make the right decisions. Learning about these things is the goal of the course
keywords design process, architecture, education, cognition, perception, performance, control
series CADline
last changed 1999/02/12 15:09

_id d9fa
authors Salomon, Gavriel
year 1990
title Effects with and of Computers and the Study of Computer-based Learning Environments
source Chapter in Computer-Based Learning Environments and Problem Solving, ed. E. De Corte, M. C. Linn, H. Mandl, and L. Verschaffel. New York: Springer-Verlag
summary Several factors have contributed to the developments in computer-based learning environments. Improvements and advances in hardware capabilities have afforded greater computing power. Advances in cognitive and instructional science have moved thinking beyond the limits of behavioural psychology. The new systems of computer-based learning environments are being designed with a view to facilitating complex problem-solving through integrating wholes of knowledge (Dijkstra, Krammer & Merriënboer, 1992). Thus, many see in the computer a means to enhance students' cognitive skills and general problem-solving ability. This is in spite of the fact that studies have failed to conclusively confirm the hypothesis that computer-based learning environments facilitate the acquisition and transfer of higher-order thinking and learning skills (Dijkstra, Krammer & Merriënboer, 1992). Salomon (1992) argues that computers make possible student involvement in higher-order thinking skills by performing many of the lower-level cognitive tasks, by providing memory support and by juggling interrelated variables. Through a partnership with the computer, the user may also benefit from the effect of cognitive residue resulting in improvement or mastery of a skill or strategy. Salomon explains: The intellectual partnership with computer tools creates a zone of proximal development whereby learners are capable of carrying out tasks they could not possible carry out without the help and support provided by the computer. This partnership can both offer guidance that might be internalized to become self-guidance and stimulate the development of yet underdeveloped skills, resulting in a higher level of skill mastery (p.252).
series other
last changed 2003/04/23 15:14

_id ddss9483
id ddss9483
authors Shyi, Gary C.-W. and Huang, Tina S.-T.
year 1994
title Constructing Three-Dimensional Mental Models from Two-Dimensional Displays
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In the present study we adopted the tasks and the experimental procedures used in a recent series of study by Cooper (1990, 1991) for the purpose of examining how we utilized two-dimensional information in a line-drawing of visual objects to construct the corresponding three-dimensional mental structure represented by the 2-D displays. We expected that the stimulus materials we used avoided some of the problems that Cooper's stimuli had, and with that we examined the effect of complexity on the process of constructing 3-D models from 2-D displays. Such a manipulation helps to elucidate the difficulties of solving problems that require spatial abilities. We also investigated whether or not providing information representing an object viewed from different standpoints would affect the construction of the object's 3-D model. Some researchers have argued that 3-D models, once constructed, should be viewer-independent or viewpoint-invariant, while others have suggested that 3-D models are affected by the viewpoint of observation. Data pertinent to this issue are presented and discussed.
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 450c
authors Akin, Ömer
year 1990
title Computational Design Instruction: Toward a Pedagogy
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. 302-316
summary The computer offers enormous potential both in and out of the classroom that is realized only in limited ways through the applications available to us today. In the early days of the computer it was generally argued that it would replace the architect. When this idea became obsolete, the prevailing opinion of proponents and opponents alike shifted to the notion of the computer as merely adding to present design capabilities. This idea is so ingrained in our thinking that we still speak of "aiding" design with computers. It is clear to those who grasp the real potential of this still new technology - as in the case of many other major technological innovations - that it continues to change the way we design, rather than to merely augment or replace human designers. In the classroom the computer has the potential to radically change three fundamental ingredients: student, instruction, and instructor. It is obvious that changes of this kind spell out a commensurate change in design pedagogy. If the computer is going to be more than a passive instrument in the design studio, then design pedagogy will have to be changed, fundamentally. While the practice of computing in the studio continues to be a significant I aspect of architectural education, articulation of viable pedagogy for use in the design studio is truly rare. In this paper the question of pedagogy in the CAD studio will be considered first. Then one particular design studio taught during Fall 1988 at Carnegie Mellon University will be presented. Finally, we shall return to issues of change in the student, instruction, and instructor, as highlighted by this particular experience.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
doi https://doi.org/10.52842/conf.acadia.1994.039
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

series ACADIA
email
last changed 2022/06/07 07:54

_id 849b
authors Amiel, Maurice
year 1991
title NOTES ON IN-SITU – FULL-SCALE EXPERIMENTATION AND THE DESIGN PROFESSIONS
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 40-43
summary In the north american academic context a workshop is different from a paper session in that it is simply an opportunity to exchange ideas and to raise questions among colleagues who can bring to bear in their discussion various points of view and experiences otherwise unavailable.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:18

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

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