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

PDF papers
References

Hits 1 to 20 of 249

_id caadria2017_015
id caadria2017_015
authors Pelosi, Antony
year 2017
title Where am I? - Spatial Cognition Inside Building Information Models
doi https://doi.org/10.52842/conf.caadria.2017.643
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 643-652
summary How do we know what we are looking at while viewing inside Building Information Modelling (BIM) models? Current architectural software typically provides disconnected methods of aiding spatial cognition. There is a strong history of navigation tools developed for controlling our exploration and movement in BIM models, a study by Ruby Darken and John Sibert (1993) found these tools had a strong influence on people's behaviour and understanding of digital space. People perceive and navigate space differently depending on their individual experience with a BIM model, designers and architects build up a detailed cognitive map during the design of a project, while other people have a less detailed comprehension of a project, having only been exposed to select views. This paper will outline key strategies to improve how people comprehend digital space, supporting people in understanding distance and size while inside BIM models. Three design research projects will be presented. The result of the projects define three strategies; Architectural wayshowing, interior-aware transitions, and distance confirmation. Architectural wayshowing needs to be implemented during the design phase, while the remaining two need to be introduced into BIM editing and viewing software.
keywords Whiteout; wayshowing; spatial cognition; navigation; BIM
series CAADRIA
email
last changed 2022/06/07 07:59

_id 4a5f
authors Liu, Yu-Tung
year 1993
title Recognizing Emergent Subshapes in Design Problem Solving: A Connectionist Investigation
doi https://doi.org/10.52842/conf.acadia.1993.131
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 131-139
summary Human problem-solving behavior has been modelled as a search through the space as defined as problem states, within which earlier states move to subsequent ones by applying rules in the human mind until the goal state is found. This cognitive model of problem-solving has been broadly accepted and has become dominant in both cognitive psychology and artificial intelligence (AI). In the field of computeraided architectural design (CAAD), search models are also widely used for solving design problems, although various foci of design knowledge are differently represented by shape grammars, graphs, and knowledge-based systems using predicate logic for different purports.

In design search, design evolves from one state to another by exhaustively or heuristically applying proper rules. Each rule application involves, first, pattern-matching the antecedent of a rule to the current state and, second, transforming the matched portion of that state into the consequence of the rule. However pattern-matching techniques of current CAAD systems are still limited. In current CAAD systems, only those two squares can be dealt with by patternmatching for further development. However, a human designer can effortlessly recognize not only those two but other emergent subshapes, for example a smaller square in the middle where the two squares overlap and two L-shapes in the corners. Therefore a human designer can thoroughly deliberate all these alternatives before making a decision. In other words, human designer is capable of restructuring shapes in terms of emergent subshapes in any step of designing.

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

_id 8db9
authors Liu, Yu-Tung
year 1993
title A Connectionist Approach to Shape Recognition and Transformation
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 19-36
summary In human design processes, many drawings of shapes remain incomplete or are executed inaccurately. Cognitively, a designer is able to discern these anomalous shapes, whereas current CAAD systems fail to recognize them properly so that CAAD systems are unable to match left-hand-side conditions of shape rules. More unfortunately, as a result, current CAAD systems fail to retrieve right-hand-side actions. In this paper, multi-layered neural networks are constructed to solve the recognition and transformation of ill-processed shapes in the light of recent advances of connectionism in cognitive psychology and artificial intelligence.
keywords Shape Recognition, Shape Transformation, Connectionist Models, PDP Models, Content-Addressable Memory, Neural Networks
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 98bd
authors Pea, R.
year 1993
title Practices of Distributed Intelligence and Designs for Education
source Distributed Cognitions, edited by G. Salomon. New York, NY: CambridgeUniversity Press
summary v Knowledge is commonly socially constructed, through collaborative efforts... v Intelligence may also be distributed for use in designed artifacts as diverse as physical tools, representations such as diagrams, and computer-user interfaces to complex tasks. v Leont'ev 1978 for activity theory that argues forcibly for the centrality of people-in-action, activity systems, as units of analysis for deepening our understanding of thinking. v Intelligence is distributed: the resources that shape and enable activity are distributed across people, environments, and situations. v Intelligence is accomplished rather than possessed. v Affordance refers to the perceived and actual properties of a thing, primarily those functional properties that determine how the thing could possibly be used. v Norman 1988 on design and psychology - the psychology of everyday things" v We deploy effort-saving strategies in recognition of their cognitive economy and diminished opportunity for error. v The affordances of artifacts may be more or less difficult to convey to novice users of these artifacts in the activities to which they contribute distributed intelligence. v Starts with Norman's seven stages of action Ø Forming a goal; an intention § Task desire - clear goal and intention - an action and a means § Mapping desire - unable to map goal back to action § Circumstantial desire - no specific goal or intention - opportunistic approach to potential new goal § Habitual desire - familiar course of action - rapidly cycle all seven stages of action v Differentiates inscriptional systems from representational or symbol systems because inscriptional systems are completely external, while representational or symbol systems have been used in cognitive science as mental constructs. v The situated properties of everyday cognition are highly inventive in exploiting features of the physical and social situation as resources for performing a task, thereby avoiding the need for mental symbol manipulations unless they are required by that task. v Explicit recognition of the intelligence represented and representable in design, specifically in designed artifacts that play important roles in human activities. v Once intelligence is designed into the affordances properties of artifacts, it both guides and constrains the likely contributions of that artifact to distributed intelligence in activity. v Culturally valued designs for distributed intelligence will change over time, especially as new technology becomes associated with a task domain. v If we treat distributed intelligence in action as the scientific unit of analysis for research and theory on learning and reasoning... Ø What is distributed? Ø What constraints govern the dynamics of such distributions in different time scales? Ø Through what reconfigurations of distributed intelligence might the performance of an activity system improve over time? v Intelligence is manifest in activity and distributed in nature. v Intelligent activities ...in the real world... are often collaborative, depend on resources beyond an individual's long-term memory, and require the use of information-handling tools... v Wartofsky 1979 - the artifact is to cultural evolution what the gene is to biological evolution - the vehicle of information across generations. v Systems of activity - involving persons, environment, tools - become the locus of developmental investigation. v Disagrees with Salomon et al.'s entity-oriented approach - a language of containers holding things. v Human cognition aspires to efficiency in distributing intelligence - across individuals, environment, external symbolic representations, tools, and artifacts - as a means of coping with the complexity of activities we often cal "mental." "
series other
last changed 2003/04/23 15:14

_id 275e
authors Stenros, Anne
year 1993
title Orientation, Identification, Representation - Space and Perception in Architecture
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 75-88
summary Perception is essential to being in the world — through perception we are in the world. Perception is our way to understand reality and to acquire knowledge of it and be in interaction with the environment. Experiencing architecture is based on perception: the spatial orientation, identification and representation which together make possible our environmental experience. Architecture is not only seeing, but also experiencing. Environmental endoscopy makes it possible to study the environmental orientation, the spatial elements of the environment, but the identification and the representation which are included essentially in the overall perception of the environment presuppose the actual experience of the environment. This presentation discusses all these three levels of the spatial experience. In architecture, space can be discussed in many different ways: we can talk about, for example, architectural space that includes inside and outside space; we can discuss urban space that includes the physical structure of the whole built environment or we can talk about what has been called existential space, that includes the relationship between man and his physical environment. In this presentation space is considered in its wide, experience based meaning: space as the environment of perception, the interaction between man and space, or as a kind of cognitive space theory. Most essential in this discussion is the experience of place, the feeling of place, and its origins, since place is the most unique experience of space, it is man’s deepest experience of the environment.

keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id db96
authors Yvonne Waern, Yvonne and Waern, Karl-Gustaf
year 1993
title Computer Assistance in Design Engineering User Interface Evaluation Methods
source Behaviour and Information Technology 1993 v.12 n.3 p.165-173
summary The design engineering process is analysed from a cognitive ergonomics point of view, relating it to models of problem-solving and cognitive skills. Observations from several Swedish studies are discussed in this framework. Results indicate that CAD systems require some re-thinking; in particular concepts related to the computer storage have to be incorporated in the problem space of design. As to heuristics, CAD systems seem to offer a wide variety of working. Cognitive skills related to CAD seem to be easily acquired, although the transition between different CAD systems will cause some initial problems. In general it is found that current CAD systems mainly support the detail design phase. Some ideas for future systems which would support the conceptual design phase in addition are discussed.
series other
last changed 2002/07/07 16:01

_id a336
authors Calvo, Charles M.
year 1993
title SOME EPISTEMOLOGICAL CONCERNS REGARDING ARTIFICIAL INTELLIGENCE AND KNOWLEDGE-BASED APPROACHES TO ARCHITECTURAL DESIGN - A RENEWED AGENDA
doi https://doi.org/10.52842/conf.acadia.1993.155
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 155-162
summary It has been noted that designers - when confronted with computers - have, by and large, refused to accept the introduction of apparently new design methodologies, and it has been speculated that this is the result of a failure of those methodologies to address the cognitive processes which take place in the course of designing. This position is somewhat suspect in that such innovations as computer-aided drafting -which also fail to recognize these processes have been widely accepted. It is perhaps more likely that the lack of acceptance results from a perception on the part of designers that the new methodologies either do not reflect some or all of those concerns that designers consider fundamental to design, or that they actively interfere with the designer's ability to accomplish what he/she sees as the goals of design. Given that the application of artificial intelligence and related work to architecture is still in its infancy, all of this suggests the need for a reassessment of the role of computing in design in order to clarify and strengthen those roles deemed appropriate.

Two approaches to the integration of artificial intelligence and knowledge-based systems into architectural design practice are currently dominant. One attempts to create systems which can on their own produce designs, the other provides intelligent support for those doing design. It was, in part, the recognition of limitations in the ability of traditional CAD systems and building modelers to reflect what designers actually do that led to explorations into the idea of intelligent assistants. Development of such assistants was aided by research into the act and process of design through protocol and other studies. Although some work is currently being done in the development of artificial intelligence and knowledge based applications in architecture, and work continues to be done on the study of design methodologies, the bulk of available information in each of these areas remains in the realm of design disciplines related to but outside of architecture and do not reflect the explicit role of architectural design in the embodiment and expression of culture.

The relationship of intelligence to culture has resulted in some skepticism regarding the ultimate capacity of neural nets and symbolically programmed computers in general. Significant work has been done questioning the rational tradition in computer development for its failure to address phenomena which are not easily subject to scientific analysis. Further skepticism regarding the role of artificial intelligence and knowledge-based or expert systems in architectural design has been emerging recently. Such criticism tends to focus on two issues: the nature of drawing as an activity which involves both the generation and interpretation of graphic artifacts, and the nature of the human designer as an active agent in the design process.

series ACADIA
type normal paper
last changed 2022/06/07 07:54

_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 ddss9206
id ddss9206
authors Drach, A., Langenegger, M. and Heitz, S.
year 1993
title Working with prototypes: from cad to flexible tools for integrated building design
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 The formulation of design knowledge as concepts, goals and rules cannot be captured in fixed and valid statements. The dynamic modelling of concepts and goals is, on the contrary, part of the design process itself. Tools that effectively support architects in their design should therefore never use predefined mechanisms, but must be definable interactively according to design specifications. We propose the concept of prototypes as a cognitive model to represent and structure design knowledge. Prototypes incorporate an individual view of design in a synthetic and organizational model for a defined area of interest. They actively control and guide design processes in supporting the organizational concepts for solutions. The a+Tool implements these concepts on the basis of a modelling language. It provides a dynamic toolkit and user interface to support design as well as knowledge modelling.
series DDSS
last changed 2003/08/07 16:36

_id f44f
authors Huang, Ying-Hsiu
year 2000
title Investigating the Cognitive Behavior of Generating Idea Sketches. Neural Network Simulation
doi https://doi.org/10.52842/conf.caadria.2000.287
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. 287-296
summary In idea sketches, there are a number of ambiguous shapes. Designers will associate and transform some shapes into others (Liu, 1993). Then, they evaluate these shapes in terms of functions and design requirements; furthermore, they would have generated other shapes that certified the design requirements (Huang, 1999). However, not only is the idea of design composed of one element, but also consisted of varied components. The purpose of this paper is to investigate how designers generate ideas of multi-component products, and to simulate this phenomenon by neural networks. At the same time, this paper attempts to study the design cognitive behavior of idea-generating stages, and explores the designers' cognitive phenomenon. Therefore, there are two stages in this paper: First, I conduct a cognitive experiment to realize how designers generate the multi-component product and acquire the sketches that designers generated. Second, I train the neural networks to simulate the behavior of idea generation and explore the cognitive phenomenon in design sketches. As a result, networks associate one shape that trained before, and then generate a complete idea. This phenomenon is similar to the cognitive behavior of designers who saw the ambiguous shape as one shape, which was retrieved from LTM. Moreover, the neural network is examined by a rectangle, which is totally different from the training patterns. The network will associate a confused shape. But the network will associate different shapes by adjusting some critical parameters. Designers can generate variable shapes from one shape, but the signal neural network can't simulate this kind of behavior. On the contrary, this paper proposes five sequential networks to generate variable shapes from the same shape and simulates how designers develop ideas.
series CAADRIA
email
last changed 2022/06/07 07:49

_id bdc1
authors Kolodner, J.
year 1993
title Case-Based Reasoning
source San Mateo, CA:Morgan Kaufmann
summary Case-based reasoning systems store information about situations in their memory. As new problems arise, similar situations are searched to help solve them. The author places special emphasis on applying case-based reasoning to complex real-world problem- solving tasks such as medical diagnosis, design, conflict resolution, and planning. The approach combines cognitive science and engineering, and is based on analysis of both expert and common- sense tasks. Guidelines for building case-based expert systems are provided. Annotation copyright Book News, Inc. Portland, Or. Book Description
series other
last changed 2003/04/23 15:14

_id cd30
authors Koutamanis, Alexander
year 1993
title On the Correlation of Design and Computational Techniques in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1993.x.g6i
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Many studies employ analyses of human intelligence as justification or guideline for the development of machine intelligence. The main benefit brought on by such studies has been the improvement of our understanding of both human and machine intelligence. In teaching architecture with computers the same approach can make explicit design techniques architects use by means of equivalent or similar computational techniques. Explicitation of design techniques leads to a better understanding of architects' activities, as well as to which computer tools can offer automated support to these activities. In the curriculum of the Faculty of Architecture, Delft University of Technology, relations and correspondences between computational and design techniques form a major underlying theme in computer-aided design courses. The purposes of this theme are (i) comprehension of the computational structure of a computer design tool, and (ii) explanation of how such computational structures relate to architectural design. (correspondences between the computational principles of computer programs and design techniques are instrumental in defining the scope of each computer tool in architectural design while improving the students' understanding of architectural design as a cognitive process and thus promoting automation as a natural extension of established conventional practices. The paper outlines the correlation of computational and design techniques in the case of electronic spreadsheets. Spreadsheets are introduced through a thorough presentation of the various kinds and aspects of constraint propagation, their underlying computational principle. Numerical constraint propagation is explained by means of spreadsheet applications for simple numerical calculations. Symbolic constraint propagation is presented in the framework of machine perception. Both forms are then linked to architectural design through parametric design and the recognition of spaces in floor plans. Exercises linked to spreadsheets and constraint propagation include the parametric calculation of stairs and making parametric variations of a building on the basis of floor area calculations.

series eCAADe
email
more http://caad.bk.tudelft.nl/koutamanis/
last changed 2022/06/07 07:50

_id 65c4
authors Kozma, R.B.
year 1993
title Will Media Influence Learning? Reframing the Debate
source Educational Technology Research and Development (1):1-31
summary This article addresses the position taken by Clark that media do not influence learning under any conditions. The article reframes the questions raised by Clark to explore the conditions under which media will influence learning. Specifically, it posits the need to consider the capabilities of media, and the methods that employ them, as they interact with the cognitive and social processes by which knowledge is constructed. This approach is examined within the context of two major media-based projects, one which uses computers and the other video. The article discusses the implications of this approach for media theory, research, and practice.
series other
last changed 2003/04/23 15:14

_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 5fdc
authors Reber, A.S.
year 1993
title Implicit Learning and Tacit Knowledge: An Essay on the Cognitive Unconscious
source New York: Oxford University Press
summary In this new volume in the Oxford Psychology Series, the author presents a highly readable account of the cognitive unconscious, focusing in particular on the problem of implicit learning. Implicit learning is defined as the acquisition of knowledge that takes place independently of the conscious attempts to learn and largely in the absence of explicit knowledge about what was acquired. One of the core assumptions of this argument is that implicit learning is a fundamental, "root" process, one that lies at the very heart of the adaptive behavioral repertoire of every complex organism. The author's goals are to outline the essential features of implicit learning that have emerged from the many studies that have been carried out in a variety of experimental laboratories over the past several decades; to present the various alternative perspectives on this issue that have been proposed by other researchers and to try to accommodate these views with his own; to structure the literature so that it can be seen in the context of standard heuristics of evolutionary biology; to present the material within a functionalist approach and to try to show why the experimental data should be seen as entailing particular epistemological perspectives; and to present implicit processing as encompassing a general and ubiquitous set of operations that have wide currency and several possible applications. Chapter 1 begins with the core problem under consideration in this book, a characterization of "implicit learning" as it has come to be used in the literature. Reber puts this seemingly specialized topic into a general framework and suggests a theoretical model based on standard heuristics of evolutionary biology. In his account, Reber weaves a capsule history of interest in and work on the cognitive unconscious. Chapter 2 turns to a detailed overview of the experimental work on the acquisition of implicit knowledge, which currently is of great interest. Chapter 3 develops the evolutionary model within which one can see learning and cognition as richly intertwining issues and not as two distinct fields with one dominating the other. Finally, Chapter 4 explores a variety of entailments and speculations concerning implicit cognitive processes and their general role in the larger scope of human performance
series other
last changed 2003/04/23 15:14

_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 ecaade2014_153
id ecaade2014_153
authors David Morton
year 2014
title Augmented Reality in architectural studio learning:How Augmented Reality can be used as an exploratory tool in the design learning journey
doi https://doi.org/10.52842/conf.ecaade.2014.1.343
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 343-356
summary The boundaries of augmented reality in the academic field are now being explored at an ever increasing level. In this paper we present the initial findings of an educational project focusing on the use of augmented reality in the design process of an architectural student. The study seeks to evaluate the use of AR as a tool in the design stages, allowing effective exploration of spatial qualities of design projects undertaken in the studio. The learning process is guided by the exploration and detection of a design idea in both form and function, with the virtual environment providing a dynamic environment (Mantovani, 2001). This is further reflected in the constructivist theory where the learning processes use conceptual models, which are used to create incremental stages that become the platform to attain the next [Winn, 1993]. The additional benefit of augmented reality within the learning journey is the ability of the students to visually explore the architectural forms they are creating in greater depth.
wos WOS:000361384700034
keywords Augmented reality; pedagogy; learning journey; exploration
series eCAADe
email
last changed 2022/06/07 07:55

_id 2979
authors Henry, D. and Furness, T.A.
year 1993
title Spatial Perception in Virtual Environments: Evaluating an Architectural Application
source IEEE Virtual Reality Annual International Symposium, 1993, Seattle
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.
series journal paper
last changed 2003/04/23 15:14

_id f485
authors Kolarevic, Branko Radomir
year 1993
title Geometric Relations as a Framework For Design Conceptualization
source Harvard University, Graduate School of Design
summary This study introduces geometric relations as a framework for design conceptualiza-tion-its key premise is that nothing is more fundamental in design than formation and discovery of relationships. The study attempts to establish a formal model for the development of a dynamic computer based graphic environment for design conceptualization that can recognize, record and maintain geometric design relations, merge "depictive" and "propositional", explicit and implicit in design, and provide a qualitatively different way to explore shape, dimension, and geometric organization. The study presents an approach to this task of formalization, and explores some of the fundamental issues pertinent to the subject, such as computability and applicability to the task of designing. Specifically, the study explores a relational description of shapes based on the concept of regulating or construction lines as an explicit formulation of a strategy to form generation and creative discovery, and proposes a lexicon of geometric relations to serve as a basis for composition. It hypothesizes that the construction lines can become much more useful and interesting when they are used not just as a rigid skeleton, but to regulate the behavior of a drawing and to maintain its essential structure as its parts are manipulated. As a consequence, designers could structure the behavior of the object being designed under future transformations; drawings could become seman-tically charged and could be manipulated in a semantically sophisticated fashion. The first chapter places the issue in the broader context by arguing that designers form implicit relational models of their designs. This contention is supported by introducing some of the relevant literature on mental imagery. Second chapter introduces design relations and in particular geometric relations, as a focal point of this study. A dynamic computer -based graphic context for design conceptualization is presented and evalu-ated in the next two chapters and conclusions are drawn. In the third chapter, the model's computability is demonstrated and evaluated through ReDRAW, a limited implementation of a relations based graphic system. In the fourth chapter, the model's applicability in design conceptualization is discussed and supported by examples.
series thesis:PhD
email
more http://www.gsd.harvard.edu/academic/asp/ddes/thesis_titles.html
last changed 2003/02/12 22:37

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 12HOMELOGIN (you are user _anon_799028 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002