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

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_id 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 137-145
doi https://doi.org/10.52842/conf.acadia.2000.137
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id acadia06_455
id acadia06_455
authors Ambach, Barbara
year 2006
title Eve’s Four Faces interactive surface configurations
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 455-460
doi https://doi.org/10.52842/conf.acadia.2006.455
summary Eve’s Four Faces consists of a series of digitally animated and interactive surfaces. Their content and structure are derived from a collection of sources outside the conventional boundaries of architectural research, namely psychology and the broader spectrum of arts and culture.The investigation stems from a psychological study documenting the attributes and social relationships of four distinct personality prototypes: the Individuated, the Traditional, the Conflicted, and the Assured (York and John 1992). For the purposes of this investigation, all four prototypes are assumed to be inherent, to certain degrees, in each individual. However, the propensity towards one of the prototypes forms the basis for each individual’s “personality structure.” The attributes, social implications and prospects for habitation have been translated into animations and surfaces operating within A House for Eve’s Four Faces. The presentation illustrates the potential for constructed surfaces to be configured and transformed interactively, responding to the needs and qualities associated with each prototype. The intention is to study the effects of each configuration and how each configuration may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
series ACADIA
email
last changed 2022/06/07 07:54

_id 898a
authors Bay, J.H.
year 2002
title Cognitive Biases and Precedent Knowledge in Human and Computer-Aided Design Thinking
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 213-220
doi https://doi.org/10.52842/conf.caadria.2002.213
summary Cognitive biases (illusions) and potential errors can occur when using precedent knowledge for analogical, pre-parametric and qualitative design thinking. This paper refers largely to part of a completed research (Bay 2001) on how heuristic biases, discussed by Tversky and Kahneman (1982) in cognitive psychology, can affect judgement and learning of facts from precedents in architectural design, made explicit using a kernel of conceptual system (Tzonis et. al., 1978) and a framework of architectural representation (Tzonis 1992). These are used here to consider how such illusions and errors may be transferred to computer aided design thinking.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 065b
authors Beitia, S.S., Zulueta, A. and Barrallo, J.
year 1995
title The Virtual Cathedral - An Essay about CAAD, History and Structure
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 355-360
doi https://doi.org/10.52842/conf.ecaade.1995.355
summary The Old Cathedral of Santa Maria in Vitoria is the most representative building of the Gothic style in the Basque Country. Built during the XIV century, it has been closed to the cult in 1994 because of the high risk of collapse that presents its structure. This closure was originated by the structural analysis that was entrusted to the University of the Basque Country in 1992. The topographic works developed in the Cathedral to elaborate the planimetry of the temple revealed that many structural elements of great importance like arches, buttresses and flying buttresses were removed, modified or added along the history of Santa Maria. The first structural analysis made in the church suggested that the huge deformations showed in the resistant elements, specially the piers, were originated by interventions made in the past. A deep historical investigation allowed us to know how the Cathedral was built and the changes executed until our days. With this information, we started the elaboration of a virtual model of the Cathedral of Santa Maria. This model was introduced into a Finite Elements Method system to study the deformations suffered in the church during its construction in the XIV century, and the intervention made later in the XV, XVI and XX centuries. The efficiency of the virtual model simulating the geometry of the Cathedral along history allowed us to detect the cause of the structural damage, that was finally found in many unfortunate interventions along time.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_43.htm
last changed 2022/06/07 07:54

_id 8d37
authors Bradford, J.W., Ng, F.F. and Will, B.F.
year 1992
title Models and Hypermedia for Architectural Education
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 19-42
doi https://doi.org/10.52842/conf.ecaade.1992.019
summary Hypermedia uses the hypertext style of interactive navigation through computer-based multimedia materials to provide access to a wealth of information for use by teachers and students. Academic disciplines concerned about the enlightenment of future designers of the built environment require an additional medium not yet available in hypermedia - interactive 3-D computer models. This paper discusses a hypermedia CAI system currently being developed at the University of Hong Kong for use in architectural education. The system uses interactive 3D computer models as another medium for instructional information, and as user orientation and database access devices. An object oriented, 3-D model hierarchy is used as the organizational structure for the database. A prototype which uses the system to teach undergraduate architecture students about a traditional Chinese temple is also illustrated. The prototype demonstrates the use of a computer as the medium for bilingual English and Chinese instruction.

keywords 3-D Modelling, Architectural Education, Computer Aided Instruction, Hypermedia, Multimedia
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2010.443
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_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
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
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 2325
authors Chilton, John C.
year 1992
title Computer Aided Structural Design in Architectural Instruction
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 443-450
doi https://doi.org/10.52842/conf.ecaade.1992.443
summary In schools of architecture there is a tendency to associate the use of computers solely with the production of graphic images as part of the architectural design process. However, if the architecture is to work as a building it is also essential that technical aspects of the design are adequately investigated. One of the problem areas for most architectural students is structural design and they are often reluctant to use hand calculations to determine sizes of structural elements within their projects. In recent years, much of the drudgery of hand calculation has been removed from the engineer by the use of computers, and this has, hopefully, allowed a more thorough investigation of conceptual ideas and alternatives. The same benefit is now becoming available to architectural students. This is in the form of structural analysis and design programs that can be used, even by those having a limited knowledge of structural engineering, to assess the stability of designs and obtain approximate sizes for individual structural elements. The paper discusses how the use of such programs is taught, within the School of Architecture at Nottingham. Examples will be given of how they can assist students in the architectural design process. In particular, the application of GLULAM, a program for estimating sizes of laminated timber elements and SAND, a structural analysis and design package, will be described.
series eCAADe
last changed 2022/06/07 07:55

_id caadria2006_617
id caadria2006_617
authors CHING-CHIEN LIN
year 2006
title A GREATER SENSE OF PRESENCE: SPATIAL INTERFACE IN VR CAVE
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 617-619
doi https://doi.org/10.52842/conf.caadria.2006.x.j1m
summary Virtual environments are three–dimensional spaces presented visually. They combine the user’s experience and sense of 'being there' in the virtual environment. Presence is a central element of virtual reality that it is seen as a part of its definition (Steuer, 1992). Direct interactions between participants and the virtual environment generate a more enhanced sense of immersion, thus making the participants feels they are part of that environment (Witmer & Singer, 1998).
series CAADRIA
email
last changed 2022/06/07 07:50

_id 6d1d
authors Daru, R. and Daru, M.
year 1992
title Personal Working Styles in the CMD Studio
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 451-472
doi https://doi.org/10.52842/conf.ecaade.1992.451
summary Normative and problem-solving approaches of architectural design ignore the personality aspects of the designing activity. Every architect approaches projects according to her/his own strategies and tactics. Usually they do not conform to the prescriptive models of design theoreticians. Computer aided design tools should be adapted to their utility within the strategies and tactics of each and every architectural student. We are testing the usefulness of CAAD tools developed by others or ourselves and identifying the needs for missing tools. It is already clear that many CAAD tools reflect the point of view of the programmer about strategies and tactics of designing and that they do not take into account the idiosyncrasies of the end user. Forcing the tools on students breeds the risk of fostering repulsion against ill-adapted tools, and consequently against CMD. Our research group pursues empirical research on working styles of designing by practising architects within the frame of a personality theory of actions. The results indicate that there are three main directions for designing strategies. If we want to take into account the real-world behaviour in design practice within architectural education, this implies the diversification of the exercises we offer to the students in threefold, corresponding with the three directions. To this, we add the didactic options of complementation, compensation and support, depending on what we know about the strong or weak points of the students involved. We have started proposing choices for the exercises of our design morphology studio. Students are offered approaches and tools we consider best adapted to their own working

series eCAADe
email
last changed 2022/06/07 07:55

_id 1076
authors Gero, John S. and Saunders, Robert
year 2000
title Constructed Representations and Their Functions in Computational Models of Designing
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 215-224
doi https://doi.org/10.52842/conf.caadria.2000.215
summary This paper re-examines the conclusions made by Schön and Wiggins in 1992 that computers were unable to reproduce processes crucial to designing. We propose that recent developments in artificial intelligence and design computing put us in a position where we can begin to computationally model designing as conceived by Schön and Wiggins. We present a computational model of designing using situated processes that construct representations. We show how constructed representations support computational processes that model the different kinds of seeing reported in designing. We also present recently developed computational processes that can identify unexpected consequences of design actions using adaptive novelty detection.
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia03_036
id acadia03_036
authors Gerzso, J. Michael
year 2003
title On the Limitations of Shape Grammars: Comments on Aaron Fleisher’s Article “Grammatical Architecture?”
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 279-287
doi https://doi.org/10.52842/conf.acadia.2003.279
summary Shape grammars were introduced by Gips and Stiny in 1972. Since then, there have been many articles and books written by them and their associates. In 1992, Aaron Fleisher, a professor at the School of Planning, MIT, wrote a critique of their work in an article titled “Grammatical Architecture?” published in the journal Environment and Planning B. According to him, Gips, Stiny and later Mitchell, propose a hypothesis that states that shape grammars are presumed to represent knowledge of architectural form, that grammars are “formable,” and that there is a visual correspondence to verbal grammar. The strong version of “the hypothesis requires that an architectural form be equivalent to a grammar.” Fleisher considers these hypotheses unsustainable, and argues his case by analyzing the differences between language, and architecture, and by dealing with the concepts of lexicons, syntax and semantics. He concludes by stating that architectural design is negotiated in two modalities: the verbal and the visual, and that equivalences are not at issue; they do not exist. If there is such thing as a language for design, it would provide the means to maintain a discussion of the consequences in one mode, of the state and conditions of the other. Fleisher’s observations serve as the basis of this paper, a tribute to him, and also an opportunity to present an outline to an alternate approach or hypothesis to shape grammars, which is “nonlinguistic” but “generative,” in the sense that it uses production rules. A basic aspect of this hypothesis is that the only similarity between syntactic rules in language and some rules in architecture is that they are recursive.
series ACADIA
last changed 2022/06/07 07:51

_id ascaad2006_paper18
id ascaad2006_paper18
authors Huang, Chie-Chieh
year 2006
title An Approach to 3D Conceptual Modelling
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This article presents a 3D user interface required by the development of conceptual modeling. This 3D user interface provides a new structure for solving the problems of difficult interface operations and complicated commands due to the application of CAD 2D interface for controlling 3D environment. The 3D user interface integrates the controlling actions of “seeing – moving –seeing” while designers are operating CAD (Schön and Wiggins, 1992). Simple gestures are used to control the operations instead. The interface also provides a spatial positioning method which helps designers to eliminate the commands of converting a coordinate axis. The study aims to discuss the provision of more intuitively interactive control through CAD so as to fulfil the needs of designers. In our practices and experiments, a pair of LED gloves equipped with two CCD cameras for capturing is used to sense the motions of hands and positions in 3D. In addition, circuit design is applied to convert the motions of hands including selecting, browsing, zoom in / zoom out and rotating to LED switches in different colours so as to identify images.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 56e9
authors Huang, Tao-Kuang
year 1992
title A Graphical Feedback Model for Computerized Energy Analysis during the Conceptual Design Stage
source Texas A&M University
summary During the last two decades, considerable effort has been placed on the development of building design analysis tools. Architects and designers have begun to take advantage of computers to generate and examine design alternatives. However, because it has been difficult to adapt computer technologies to the visual orientation of the building designer, the majority of computer applications have been limited to numerical analysis and office automation tasks. Only recently, because of advances in hardware and software techniques, computers have entered into a new phase in the development of architectural design. haveters are now able to interactively display graphics solutions to architectural related problems, which is fundamental to the design process. The majority of research programs in energy efficient design have sharpened people's understanding of energy principles and their application of those principles. Energy conservation concepts, however, have not been widely used. A major problem in the implementation of these principles is that energy principles their applications are abstract, hard to visualize and separated from the architectural design process. Furthermore, one aspect of energy analysis may contain thousands of pieces of numerical information which often leads to confusion on the part of designers. If these difficulties can be overcome, it would bring a great benefit to the advancement of energy conservation concepts. This research explores the concept of an integrated computer graphics program to support energy efficient design. It focuses on (1) the integration of energy efficiently and architectural design, and (2) the visualization of building energy use through graphical interfaces during the conceptual design stage. It involves (1) the discussion of frameworks of computer-aided architectural design and computer-aided energy efficient building design, and (2) the development of an integrated computer prototype program with a graphical interface that helps the designer create building layouts, analyze building energy interactively and receive visual feedbacks dynamically. The goal is to apply computer graphics as an aid to visualize the effects of energy related decisions and therefore permit the designer to visualize and understand energy conservation concepts in the conceptual phase of architectural design.
series thesis:PhD
last changed 2003/02/12 22:37

_id ed78
authors Jog, Bharati
year 1993
title Integration of Computer Applications in the Practice of Architecture
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 89-97
doi https://doi.org/10.52842/conf.acadia.1993.089
summary Computer Applications in Architecture is emerging as an important aspect of our profession. The field, which is often referred to as Computer-Aided Architectural Design (CAAD) has had a notable impact on the profession and academia in recent years. A few professionals have predicted that as slide rules were replaced by calculators, in the coming years drafting boards and parallel bars will be replaced by computers. On the other hand, many architects do not anticipate such a drastic change in the coming decade as present CAD systems are supporting only a few integral aspects of architectural design. However, all agree that architecture curricula should be modified to integrate CAAD education.

In 1992-93, in the Department of Architecture of the 'School of Architecture and interior Design' at the University of Cincinnati, a curriculum committee was formed to review and modify the entire architecture curriculum. Since our profession and academia relate directly to each other, the author felt that while revising the curriculum, the committee should have factual information about CAD usage in the industry. Three ways to obtain such information were thought of, namely (1) conducting person to person or telephone interviews with the practitioners (2) requesting firms to give open- ended feed back and (3) surveying firms by sending a questionnaire. Of these three, the most effective, efficient and suitable method to obtain such information was an organized survey through a questionnaire. In mid December 1992, a survey was organized which was sponsored by the School of Architecture and Interior Design, the Center for the Study of the Practice of Architecture (CSPA) and the University Division of Professional Practice, all from the University of Cincinnati.

This chapter focuses on the results of this survey. A brief description of the survey design is also given. In the next section a few surveys organized in recent years are listed. In the third section the design of this survey is presented. The survey questions and their responses are given in the fourth section. The last section presents the conclusions and brief recommendations regarding computer curriculum in architecture.

series ACADIA
last changed 2022/06/07 07:52

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
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. 5-14
doi https://doi.org/10.52842/conf.caadria.2004.005
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id 88ca
authors Kane, Andy and Szalapaj, Peter
year 1992
title Teaching Design By Analysis of Precedents
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 477-496
doi https://doi.org/10.52842/conf.ecaade.1992.477
summary Designers, using their intuitive understanding of the decomposition of particular design objects, whether in terms of structural, functional, or some other analytical framework, should be able to interact with computational environments such that the understanding they achieve in turn invokes changes or transformations to the spatial properties of design proposals. Decompositions and transformations of design precedents can be a very useful method of enabling design students to develop analytical strategies. The benefit of an analytical approach is that it can lead to a structured understanding of design precedents. This in turn allows students to develop their own insights and ideas which are central to the activity of designing. The creation of a 3-D library of user-defined models of precedents in a computational environment permits an under-exploited method of undertaking analysis, since by modelling design precedents through the construction of 3-D Computer-Aided Architectural Design (CAAD) models, and then analytically decomposing them in terms of relevant features, significant insights into the nature of designs can be achieved. Using CAAD systems in this way, therefore, runs counter to the more common approach of detailed modelling, rendering and animation; which produces realistic pictures that do not reflect the design thinking that went into their production. The significance of the analytical approach to design teaching is that it encourages students to represent design ideas, but not necessarily the final form of design objects. The analytical approach therefore, allows students to depict features and execute tasks that are meaningful with respect to design students' own knowledge of particular domains. Such computational interaction can also be useful in helping students explore the consequences of proposed actions in actual design contexts.
series eCAADe
last changed 2022/06/07 07:52

_id 0b53
authors Lawrence, Roderick J.
year 1992
title CHARACTERISTICS OF ARCHITECTURAL DESIGN-TOOLS
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 7-14
summary The professional roles and fonctions of architects are linked to the societal context in which they practice. Furthermore, this context, which is not static, has a relationship to the ways in which institutions, groups and individuals are involved in processes for the design and construction of the built environment. This presentation illustrates how the roles and functions of architects, other professionals, their clients and the general public have a bearing on the tools and methods used by the architectural profession to simulate design projects. Traditionally, sketches, renderings and pattern books were used. Then, they were supplemented by axonometric and perspective drawings, written and diagrammatic specifications, photographs and small-scale models. In recent decades mathematical models of diverse kinds, simulation techniques -including small- and full-scale modelling kits -as well as computer aided design and drafting systems have been used. This paper briefly presents these kinds of tools and then presents a typology of them. In conclusion, possible applications for the future are discussed.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:39

_id ca47
authors Lee, Shu Wan
year 1996
title A Cognitive Approach to Architectural Style Several Characteristics of Design Thinking in Architecture
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. 223-226
doi https://doi.org/10.52842/conf.caadria.1996.223
summary Designing is a complicated human behaviour and method, and is often treated as a mysterious "black box” operation in human mind. In the early period as for theory-studying of design thinking, the way of thinking that the researchers took were mostly descriptive discussions. Therefore, they lacked direct and empirical evidence although those studies provided significant exploration of design thinking (Wang, 1995). In recent years as for the study of cognitive science, they have tried to make design "glass box”. That is to try to make the thinking processes embedded in designers publicized. That is also to externalize the design procedure which provided the design studies another theoretical basis of more accurate and deeply researched procedure (Jones, 1992). Hence the studying of design thinking has become more important and the method of designing has also progressed a lot. For example, the classification of the nature of design problem such as ill-defined and well-defined (Newell, Shaw, and Simon, 1967), and different theoretical procedure modes for different disciplines, such as viewing architectural models as conjecture-analysis models and viewing engineering models as analysis-synthesis (Cross, 1991).
series CAADRIA
last changed 2022/06/07 07:52

_id caadria2014_071
id caadria2014_071
authors Li, Lezhi; Renyuan Hu, Meng Yao, Guangwei Huang and Ziyu Tong
year 2014
title Sculpting the Space: A Circulation Based Approach to Generative Design in a Multi-Agent System
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 565–574
doi https://doi.org/10.52842/conf.caadria.2014.565
summary This paper discusses an MAS (multiagent system) based approach to generating architectural spaces that afford better modes of human movement. To achieve this, a pedestrian simulation is carried out to record the data with regard to human spatial experience during the walking process. Unlike common practices of performance oriented generation where final results are achieved through cycles of simulation and comparison, what we propose here is to let human’s movement exert direct influence on space. We made this possible by asking "humans" to project simulation data on architectural surroundings, and thus cause the layout to change for the purpose of affording what we designate as good spatial experiences. A generation experiment of an exhibition space is implemented to explore this approach, in which tentative rules of such spatial manipulation are proposed and tested through space syntax analyse. As the results suggested, by looking at spatial layouts through a lens of human behaviour, this projection-and-generation method provides some insight into space qualities that other methods could not have offered.
keywords Performance oriented generative design; projection; multi-agent system; pedestrian simulation; space syntax
series CAADRIA
email
last changed 2022/06/07 07:59

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