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 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 32eb
authors Henry, Daniel
year 1992
title Spatial Perception in Virtual Environments : Evaluating an Architectural Application
source University of Washington
summary Over the last several years, professionals from many different fields have come to the Human Interface Technology Laboratory (H.I.T.L) to discover and learn about virtual environments. In general, they are impressed by their experiences and express the tremendous potential the tool has in their respective fields. But the potentials are always projected far in the future, and the tool remains just a concept. This is justifiable because the quality of the visual experience is so much less than what people are used to seeing; high definition television, breathtaking special cinematographic effects and photorealistic computer renderings. Instead, the models in virtual environments are very simple looking; they are made of small spaces, filled with simple or abstract looking objects of little color distinctions as seen through displays of noticeably low resolution and at an update rate which leaves much to be desired. Clearly, for most applications, the requirements of precision have not been met yet with virtual interfaces as they exist today. However, there are a few domains where the relatively low level of the technology could be perfectly appropriate. In general, these are applications which require that the information be presented in symbolic or representational form. Having studied architecture, I knew that there are moments during the early part of the design process when conceptual decisions are made which require precisely the simple and representative nature available in existing virtual environments. This was a marvelous discovery for me because I had found a viable use for virtual environments which could be immediately beneficial to architecture, my shared area of interest. It would be further beneficial to architecture in that the virtual interface equipment I would be evaluating at the H.I.T.L. happens to be relatively less expensive and more practical than other configurations such as the "Walkthrough" at the University of North Carolina. The set-up at the H.I.T.L. could be easily introduced into architectural firms because it takes up very little physical room (150 square feet) and it does not require expensive and space taking hardware devices (such as the treadmill device for simulating walking). Now that the potential for using virtual environments in this architectural application is clear, it becomes important to verify that this tool succeeds in accurately representing space as intended. The purpose of this study is to verify that the perception of spaces is the same, in both simulated and real environment. It is hoped that the findings of this study will guide and accelerate the process by which the technology makes its way into the field of architecture.
keywords Space Perception; Space (Architecture); Computer Simulation
series thesis:MSc
last changed 2003/02/12 22:37

_id 5c74
authors HCIL
year 1997
title Spatial Perception in Perspective Displays
source Report Human-Computer Interaction Lab, Virginia
summary Increasingly, computer displays are being used as the interface "window" between complex systems and their users. In addition, it is becoming more common to see computer interfaces represented by spatial metaphors, allowing users to apply their vast prior knowledge and experience in dealing with the three-dimensional (3D) world (Wickens, 1992). Desktop VR or window on a world (WoW), as it is sometimes called, uses a conventional computer monitor to display the virtual environment (VE). The 3D display applies perspective geometry to provide the illusion of 3D space.
series report
last changed 2003/04/23 15:50

_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 ddss9217
id ddss9217
authors Kim, Y.S. and Brawne, M.
year 1993
title An approach to evaluating exhibition spaces in art galleries
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary There are certain building types in which movement of people is the most significant evaluation factor. Among these are art galleries and museums. Unlike other building types, which are often explicated by investigating the relationship between people and people, and between people and the built environment, art galleries and museums are a building type in which the social relationship between people hardly exists and peoples movement through space, that is, the functional relationship between people and space, is one of the most significant factors for their description. The typical museum experience is through direct, sequential, and visual contact with static objects on display as the visitor moves. Therefore, the movement pattern of the visitors must exert a significant influence on achieving the specific goal of a museum. There is a critical need for predicting the consequences of particular spatial configurations with respect to visitors movement. In this sense, it is the intention of this paper to find out the relationship between the spatial configuration of exhibition space and the visitors' movement pattern.
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7291
authors Arvesen, Liv
year 1992
title Measures and the Unmeasurable
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part C, pp. 11-16
summary Nowhere do we ever find a similar environment as the one related to the tea ceremony. We may learn from the teamasters as we may learn from our masters of architecture. Directly and indirectly we are influenced by our surroundings which have been proved by research and which we ourselves experience in our daily life. The full scale experiments have been made on this subject. Related to the nervous mind the experiments were concentrated of form expressing safety and peace.
keywords Full-scale Modeling,Model Simulation, Real Environments
series other
more http://info.tuwien.ac.at/efa
last changed 2003/08/25 10:12

_id ascaad2022_043
id ascaad2022_043
authors Awan, Abeeha; Prokop, Simon; Vele, Jiri; Dounas, Theodor; Lombardi, Davide; Agkathidis, Asterios; Kurilla, Lukas
year 2022
title Qualitative Knowledge Graph for the Evaluation of Metaverse(s) - Is the Metaverse Hype or a Promising New Field for Architects?
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 99-116
summary With the advancement of augmented and virtual reality technologies both in scale as well as accessibility, the Metaverse (Stephenson, 1992, Hughes, 2022) has emerged as a new digital space with potential for the application of architectural creativity and design. With blockchain integration, the concept of the Metaverse shows promise in creating a “decentralised” space for design and creativity with rewards for its participants. As a platform that incorporates these technological components, does the Metaverse have utility for architectural design? Is there something truly novel in what the Metaverse brings to architectural computing, and architectural design? The paper constructs a qualitative knowledge graph that can be used for the evaluation of various kinds of Metaverses in and for architectural design. We use Design Science Research methods to develop the knowledge graph and its evaluative capacity, stemming from our experience with two Metaverses, Decentraland and Cryptovoxels. The paper concludes with a discussion of knowledge and practice gaps that are evident, framing the opportunities that architects might have in the future in terms of developing Metaverse(s).
series ASCAAD
email
last changed 2024/02/16 13:24

_id eabb
authors Boeykens, St. Geebelen, B. and Neuckermans, H.
year 2002
title Design phase transitions in object-oriented modeling of architecture
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 310-313
doi https://doi.org/10.52842/conf.ecaade.2002.310
summary The project IDEA+ aims to develop an “Integrated Design Environment for Architecture”. Its goal is providing a tool for the designer-architect that can be of assistance in the early-design phases. It should provide the possibility to perform tests (like heat or cost calculations) and simple simulations in the different (early) design phases, without the need for a fully detailed design or remodeling in a different application. The test for daylighting is already in development (Geebelen, to be published). The conceptual foundation for this design environment has been laid out in a scheme in which different design phases and scales are defined, together with appropriate tests at the different levels (Neuckermans, 1992). It is a translation of the “designerly” way of thinking of the architect (Cross, 1982). This conceptual model has been translated into a “Core Object Model” (Hendricx, 2000), which defines a structured object model to describe the necessary building model. These developments form the theoretical basis for the implementation of IDEA+ (both the data structure & prototype software), which is currently in progress. The research project addresses some issues, which are at the forefront of the architect’s interest while designing with CAAD. These are treated from the point of view of a practicing architect.
series eCAADe
email
last changed 2022/06/07 07:52

_id 7905
authors Deering, Michael
year 1992
title High Resolution Virtual Reality
source Proceedingsfrom SIGGRAPH 1992, (Chicago, Illinois, July 1992). 195-202
summary I define the lower layers of Virtual Reality to be: the highly-accurate, real-time simulation by computer of the interaction of the physical world with human senses. My focus is on the visual system, the talk will desceribe the techniques used to perform this simulation in several running systems at Sun microsystems. These include: correct perspective viewing equations, correcting for the optics of both human includes details of the Virtual Portal, a 1K x 2K walk-in virtual display device.
series other
last changed 2003/04/23 15:14

_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 cc68
authors García, Agustín Pérez
year 1992
title Learning Structural Design - Computers and Virtual Laboratories
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 525-534
doi https://doi.org/10.52842/conf.ecaade.1992.525
summary This paper shows how the spreading use of computers can improve the quality of education, specially in the field of architecture. An Innovative Teaching Project oriented to the discipline Structural Design of Buildings has been implemented at the School of Architecture of Valencia. The main objective of this project is the transformation of the computer room into a virtual laboratory for simulating the behaviour of structural typologies using mathematical models of them. An environment, specially oriented to Structural Design, has been integrated in a Computer Aided Design platform to teach how design the Structure of Buildings.
series eCAADe
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 d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
doi https://doi.org/10.52842/conf.ecaade.1999.431
summary The work described here is aimed at contributing towards the debate and development relating to the construction of interfaces to explore buildings and their environs through virtual worlds. We describe a particular hardware and software configuration which is derived by the use of low cost games software to create the Virtual Environment. The Physical Interface responds to the work of other researchers, in this area, in particular Shaw (1994) and Vasquez de Velasco & Trigo (1997). Virtual Evironments might have the potential to be "a magical window into other worlds, from molecules to minds" (Rheingold, 1992), but what is the nature of that window? Currently it is often a translucent opening which gives a hazy and distorted (disembodied) view. And many versions of such openings are relatively expensive. We consider ways towards clearing the haze without too much expense, adapting techniques proposed by developers of low cost virtual reality systems (Hollands, 1995) for use in an architectural setting.
keywords Virtual Environments, Games Software
series eCAADe
email
last changed 2022/06/07 07:51

_id e8f0
authors Mackey, David L.
year 1992
title Mission Possible: Computer Aided Design for Everyone
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 65-73
doi https://doi.org/10.52842/conf.acadia.1992.065
summary A pragmatic model for the building of an electronic architectural design curriculum which will offer students and faculty the opportunity to fully integrate information age technologies into the educational experience is becoming increasingly desirable.

The majority of architectural programs teach technology topics through content specific courses which appear as an educational sequence within the curriculum. These technology topics have traditionally included structural design, environmental systems, and construction materials and methods. Likewise, that course model has been broadly applied to the teaching of computer aided design, which is identified as a technology topic. Computer technology has resulted in a proliferation of courses which similarly introduce the student to computer graphic and design systems through a traditional course structure.

Inevitably, competition for priority arises within the curriculum, introducing the potential risk that otherwise valuable courses and/or course content will be replaced by the "'newer" technology, and providing fertile ground for faculty and administrative resistance to computerization as traditional courses are pushed aside or seem threatened.

An alternative view is that computer technology is not a "topic", but rather the medium for creating a design (and studio) environment for informed decision making.... deciding what it is we should build. Such a viewpoint urges the development of a curricular structure, through which the impact of computer technology may be understood as that medium for design decision making, as the initial step in addressing the current and future needs of architectural education.

One example of such a program currently in place at the College of Architecture and Planning, Ball State University takes an approach which overlays, like a transparent tissue, the computer aided design content (or a computer emphasis) onto the primary curriculum.

With the exception of a general introductory course at the freshman level, computer instruction and content issues may be addressed effectively within existing studio courses. The level of operational and conceptual proficiency achieved by the student, within an electronic design studio, makes the electronic design environment selfsustaining and maintainable across the entire curriculum. The ability to broadly apply computer aided design to the educational experience can be independent of the availability of many specialized computer aided design faculty.

series ACADIA
last changed 2022/06/07 07:59

_id e0ee
authors Martens, Bob
year 1992
title Tools for Visual Simulation of Space and their Use by Students
source Architecture & Behaviour vol. 8, no. 3:175-187
summary Most visual representations of architectural space are still done using drawings of ground plan, section and view. Yet, when experience is lacking - as with students or laypeople these two-dimensional representations hardly show their correspondence to a three-dimensional reality. This article examines the various visual techniques for spatial simulation available today and their implementation by students involved with architectural projects.
series journal paper
email
last changed 2003/04/23 15:50

_id 9092
authors Martens, Bob
year 1992
title TOOLS FOR VISUAL SIMULATION OF SPACE AND THEIR USE BY STUDENTS
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 33-38
summary Most visual representations of architectural space are still done using drawings of ground plan, section and view. Yet, when experience is lacking - as with students or laypeople - these two-dimensional representations hardly show their correspondence to a three-dimensional reality. This article examines the various visual techniques for spatial simulation available today and their implementation by students involved with architectural projects.
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 8970
authors Mortola, E., Petric, J. Sabater, T. and Baletic, B.
year 1992
title Multi-Media Exploration of The Historical and Visual Environment of Split
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 511-524
doi https://doi.org/10.52842/conf.ecaade.1992.511
summary This short paper recounts an attempt - at a time when the beautiful country of Yugoslavia was in the process of disintegration - by academics from four different countries to integrate their experiences of the information technologies in the production of a prototype multi-media archive which captures the visual, historical and cultural environment of the region of Split.
series eCAADe
email
last changed 2022/06/07 07:58

_id 1850
authors Palmqvist, Henri
year 1992
title SAD - SIMULATOR AIDED DESIGN
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 39-42
summary The multi-level, multidimensional nature of architecture means that the only way to experience it and evaluate it is by moving within the buildings and the environment they constitute. Until today, architectural projects could only be observed after they had been finished. The recently developed environmental simulator is the solution to the problem. With the simulator and scale models we can observe the experience of moving around within the buildings and thus make a significant improvement in the certainty of the assumed architectural experience and content while the project is still under design.
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 15:40

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
doi https://doi.org/10.52842/conf.acadia.2000.015.2
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

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