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 aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
doi https://doi.org/10.52842/conf.acadia.1993.121
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

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

_id 0e89
authors Bradford, J.W., Cheng, N. and Kvan, Thomas
year 1994
title Virtual Design Studios
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 163-167
doi https://doi.org/10.52842/conf.ecaade.1994.163
summary Beginning in 1993, small groups of students of architectural design at different institutions around the world participated in collaborative design projects using a variety of tools, including CAD, Internet and teleconferencing. This programme, known as the "Virtual Design Studio" (VDS), allows students to work collectively with colleagues from different cultures and climates who are thousands of kilometres and in different time zones. Most recently, in February 1994, four institutions in N. America, one in Europe, and one in S E Asia participated in VDS’94. This paper explains the operation of the VDS and explores the future of the VDS as a potential tool for architectural design education. In particular, we review what we have learned in employing computer tools to extend the teaching in design studios into a "virtual" experience.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id b665
authors Burdea G. and Coiffet, G.
year 1993
title Virtual Reality Technology
source Wiley Interscience
summary This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.
series other
last changed 2003/04/23 15:14

_id 6737
authors Casaus, A., Fargas, J. and Papuzian, P.
year 1993
title Hybrid Design Environments - A Research Program on Creative Collaboration and Communication
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.a8h
summary This paper gives an overview of a research program initiated in the Architectural Design Department of the Escola Tècnica Superior d'Arquitectura de Barcelona on issues of communication and collaboration in computer aided design. The work is centered around emerging design situations which can be attributed directly to the incorporation of new technologies in education and practice. One of these is the "design triangle" composed of a traditional designer, a CAD workstation and a computer literate collaborator acting as the design medium. Another is the "virtual workshop" consisting of design collaboration involving large-scale distributed communications networks. The research program stresses three common characteristics of these situations which it aims to study in parallel in the setting of an design workshop. The first of these is the characteristic of distance, both physical and conceptual, which separates, on the one hand, the traditional designer from the CAD document and, on the other, the participants of a distributed workshop from each other and each others' thinking. The second, is the typically hybrid nature of such situations where computer technology interacts with more traditional techniques and alternative media are combined both at the level of production and in channels and modes of communication. And finally, the third and most significant for the methodology of the research program, is the fact that both the design triangle and the virtual workshop make explicit aspects of design activity, interaction and intentions which remain hidden or are only implicit in traditional designing.

series eCAADe
email
last changed 2022/06/07 07:50

_id 42ab
authors Dagit, Charles E.
year 1993
title Establishing Virtual Design Environments in Architectural Practice
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 513-522
summary This paper attempts to specify the ideal computerized architectural design tool and outlines steps that are being taken to make this ideal a reality. Section 2 offers a user-centered assessment of the way technology is currently implemented in the design professions. Section 3 describes the state-of-the-art in high-end CAAD applications, including computer rendering, walk-through displays, and expert diagnostic sysWins. Section 4 details work in progress at Worldesign, Inc., a virtual worlds systems integration firm, which is developing Virtual Design Environment (VDE) systems.
keywords Computer-Aided Architectural Design (CAAD), Computer-Aided Engineering (CAE), Virtual Worlds Technology, Visualization, Computer Generated Environments, Computer Modeling, Virtual Reality, Information Systems, Information Design
series CAAD Futures
last changed 1999/04/07 12:03

_id 08fc
authors Darken, R.P. and Sibert, J.L.
year 1993
title A toolset for navigation in virtual environments
source Proceedings of the ACM User Interface Software and Technology, pp.157-165
summary Maintaining knowledge of current position and orientation is frequently a problem for people in virtual environments. In this paper we present a toolset of techniques based on principles of navigation derived from real world analogs. We include a discussion of human and avian navigation behaviors and show how knowledge about them were used to design our tools. We also summarize an informal study we performed to determine how our tools influenced the subjects' navigation behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.
series other
last changed 2003/04/23 15:14

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 381–388
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_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
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
doi https://doi.org/10.52842/conf.ecaade.2014.1.343
wos WOS:000361384700034
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.
keywords Augmented reality; pedagogy; learning journey; exploration
series eCAADe
email
last changed 2022/06/07 07:55

_id 8b38
authors Do, Ellen Yi-Luen and Gross, Mark D.
year 1998
title The Sundance Lab- "Design Systems of the Future"
source ACADIA Quarterly, vol. 17, no. 4, pp. 8-10
doi https://doi.org/10.52842/conf.acadia.1998.008
summary The last thirty years have seen the development of powerful new tools for architects and planners: CAD, 3D modeling, digital imaging, geographic information systems, and real time animated walkthroughs. That’s just the beginning. Based on our experience with CAD tools, analysis of design practice, and an understanding of computer hardware and software, we’re out to invent the next generation of tools. We think architects should be shakers and makers, not just consumers, of computer aided design. We started the Sundance Lab (for Computing in Design and Planning) in 1993 with a few people and machines. We’ve grown to more than a dozen people (mostly undergraduate students) and a diverse interdisciplinary array of projects. We’ve worked with architects and planners, anthropologists, civil engineers, geographers, computer scientists, and electrical engineers. Our work is about the built environment: its physical form and various information involved in making and inhabiting places. We cover a wide range of topics – from design information management to virtual space, from sketch recognition to design rationale capture, to communication between designer and computer. All start from the position that design is a knowledge based and information rich activity. Explicit representations of design information (knowledge, rationale, and rules) enables us to engage in more intelligent dialogues about design. The following describes some of our projects under various rubrics.
series ACADIA
email
last changed 2022/06/07 07:55

_id sigradi2009_615
id sigradi2009_615
authors Eliseo, Maria Amelia; Beatriz de Almeida Pacheco; Fábio Silva Lopes; Ismar Frango Silveira
year 2009
title Visualização imersiva do patrimônio histórico: Ummodelo espaço-temporal para o campus Mackenzie-Itambé [Immersed visualization of the historical patrimony. A time and space model for the Mackenzie-Itambé campus]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The cluster of centenary buildings which form part of Mackenzie Presbyterian University Campus in the city of Sao Paulo, Brazil, stands as a perfect example of urban site where these conditions are found. This group of buildings is protected by CONDEPHAAT (Sao Paulo’s Council for the Protection of Historical, Artistic, Archaeological and Touristic Heritage) in 1993. In the group, one building stands as a landmark, Mackenzie Building. Its construction begun in 1894 and it was erected for the establishment of Brazil’s first Engineering School, formerly named Mackenzie Engineering School.This study aims the presentation of the work in progress preparation of a Digital Quadridimensional Model linked to a database, intended to generate a historical and documental framework for the “Preservation Degree 1” buildings at the university campus
keywords Realidade Virtual; patrimônio histórico; modelo tridimensional
series SIGRADI
email
last changed 2016/03/10 09:51

_id 084b
authors Ellis, S.
year 1993
title Pictorial Communication in Virtual and Real Environments
source Washington, DC: Taylor and Francis
summary Includes contributions from thirty nine internationally renowned authors addressing the perceptual, physiological, scientific and engineering issues that impact on successful pictorial communication. The book's range is broad and diverse covering areas such as visual and spatial perception, telerobotics, manual and supervisory control, cartography, scientific visualisation and medical illustration 'The book is a grand collection of ideas,experimental findings and personal experiences of those who use computer graphic images to achieve communication ... it is a well-presented, interesting and wide-ranging collection of writings.' - Cartographic Journal 'I can do no more than heartily recommend this book to anyone with even a marginal interest in design and the use of displays.
series other
last changed 2003/04/23 15:14

_id 6718
authors Frost, M. and Amor, R.
year 1993
title The application of Radiance to daylighting simulation
source Building Simulation'93, Conference proceedings
summary The RADIANCE lighting simulation system was used to evaluate the daylighting inside two major buildings being constructed and refitted in New Zealand. This paper describes the utility and useability of such a simulation system for large projects of this nature. The ability to create many virtual snapshots of design alternatives and compare them both visually and numerically is explored, as are the problems Architects will find with describing a model to a simulation system of such complexity.
series other
last changed 2003/04/23 15:14

_id ee51
authors Glanville, Ranulph
year 1993
title Exploring and Illustrating
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.l5o
summary CAD, in its usually available forms, is wonderful at illustrating proposed architectural objects. But, as I argued last year at the Barcelona meeting, it is not so good at helping us extend the richness and development of architectural ideas—at the "back of envelope" and other developmental Ievels—indeed, it is (for pragmatic reasons—and others) actually restrictive of change, what-if, suck-it-and-see, etc. I shall describe a work environment, which we have been developing since last year in Portsmouth, in which computing is used by students to assist the generation, testing and extension of ideas: in which exploring takes precedence over illustrating. The central notion of this environment involves the extension and manipulation, through co-operative sharing of a joint "resource base" of computer stored images (recognising origination rather than ownership), and (parts of) which may be copied and transformed by group members as they seek to develop, enrich and extend their ideas. Transformations may be intentional, but some occur through the limits of our computational medium such as compression losses, file formats, colour depth and resolution and are welcomed as a contribution made by the computing medium used. Images are located through a developing, shared filing system, picture search and history trace. The environment relies on a small suite of computers wile a powerful machine acting as a fileserver and undertaking central, computationally-intensive tasks. For this environment, we have chosen software carefully, and the choice will be described. We have also developed a small, but crucial program that traces developments in the shared resource base—in what is, in effect, our own, operational CyberSpace (as distinct from a Virtual Reality). Through these mechanisms, we believe we are able to evade the limitation set by Ross Ashby's "Law of Requisite Variety", thus expanding the creativity-base of participating designers (students). There are no "scientific results", but we believe the reasoning behind, and the activity and exploration of our environment is valuable in itself, and may be of interest to collegues.

series eCAADe
last changed 2022/06/07 07:50

_id 49f3
authors Glanville, Ranulph
year 1993
title Looking into Endoscopy - The Limitations of Evaluation in Architectural Design
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. 185-193
summary The means available to architects in their age-old task of creating (most usually, though not necessarily) buildings that do not yet exist (ie. virtual realities), can be seen as falling into two groups. Those that help us develop architectural ideas (exploring), and those that help us evaluate or test them (illustrating). In the former category, we have, for instance, the ”drawing on the back of the envelope”, the discursive brainstorm, and the design ”conversation with ourselves via paper and pencil” (the drawing strikes back). In the latter, we may include physical model building, careful (projective) drawing (including drawings that are instructions for making), mathematical and design science modelling and calculating, visualising techniques such as the rendered perspective, most CAD (computer aided design) work and architectural endoscopy. These techniques may be thought of in two ways, as Bosselman reported: the explanation (eg. the organisational plan) and the experience (eg the ”photo-realistic” perspective). Attached to these we have rules for success, such as those of ”style” (in the broad sense of the personal style that allows us to assume that we have answers to problems that have yet to appear). It should be clear even from the list above that there are many more techniques and technologies for evaluation (illustration) than for exploration (design): such is the mystery of design. It is the primary purpose of this paper to invite those involved in providing the enormous effort that has gone into making such techniques for illustration — evaluation — to consider how their efforts help with that other, and crucial, area — that of exploring: and to redress some of the balance of that effort towards exploration. For it occurs to me (as a teacher of architecture), that evaluation does not provide a course for action — it merely helps us determine what may be wrong (according to some criteria with which we choose not to argue). And, no matter how right or wrong a design may be, knowing that it is wrong doesn’t help us either modify it, or find a better initial idea. It only tells us we are not right — always assuming the evaluative model is correct; perhaps.
keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_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 c05c
authors Hovestadt, Ludger
year 1993
title A4 Digital Building: Extensive Computer Support for Building Design, Construction, and Management
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 405-421
summary The integrated design, construction, and management of buildings are described as being of unlimited complexity. The data structures required to support these tasks cannot be predefined and have- to be worked out during the design process. An instrument that integrates weakly and strongly structured data is necessary. A4 proposes - as a minimal structuring mechanism - the position of information in a dataspace. It offers diverse additional and optional structuring mechanisms. Examples from different domains show the particular strengths of the A4 integration model.
keywords Architecture, Intelligent Building, CAD, Multi-Media, Hypermedia, Active Objects, Virtual Reality, Multi-User, Expert System, Case-Based Reasoning, Communication, Data-Mining
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 54cc
authors Kalawsky, R.
year 1993
title The Science of Virtual Reality and Virtual Environments
source Addison-Wesley, Cambridge, UK
summary This book goals hits basic idea: giving a review on Virtual Reality and on the theory at its basis. Starting from history, going trought science as medicine, arriving at technical stuff this is in syntesis this book. For everyone interested in "How it work?". Only one problem : sometimes is too difficoult to understand at no graduate persons dues to hi level techincal explanations in particoular in display chapter
series other
last changed 2003/04/23 15:14

_id caadria2003_a5-1
id caadria2003_a5-1
authors Knight, Michael W. and Brown, Andre G.P.
year 2003
title NAVRgate X, A Naturalistic Navigation Metaphor for Large Scale Virtual Environments
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 625-630
doi https://doi.org/10.52842/conf.caadria.2003.625
summary This paper describes the latest in a series of real-world, low-cost interfaces for virtual reality. nAVRgate (the AVR being Architectural Virtual Reality) has looked at real-world analogies for interfacing with 'real' virtual environments in an attempt to improve the sense of presence, the phenomenon of sense of presence in virtual environments (VEs) often being seen as the real essence of Virtual Reality (Laurel, 1993)
series CAADRIA
email
last changed 2022/06/07 07:51

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
doi https://doi.org/10.52842/conf.acadia.1998.016
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

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