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

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Hits 1 to 20 of 258

_id e92c
authors Dave, Bharat
year 1993
title A Computer-Assisted Diagramming System
source Swiss Federal Institute of Technology, ETH Zurich
summary This research investigates characteristics and generation of graphic diagrams used in support of analysis, presentation and synthesis of information in various domains. The research is aimed at the development of a software system which can be used to specify, generate and manipulate diagrams similar to the way they are represented and operated upon in traditional media.Diagrams are graphic representations of symbolic propositions that allow tentative reasoning and inferencing, and enable a person to focus on selected aspects of a situation that are deemed of interest. The economy and directness of expression found in diagrams seem to be the prime reasons why they are so ubiquitous in many domains. Despite these advantages, studies into supporting diagrammatic representations using computers are rather sparse. This research is an attempt at developing a comprehensive framework of thought in this direction.In the context of design disciplines like architecture, this research forms a part of the continuum of studies in computer aided design techniques and tools. While a large number of tools and techniques in CAD have emerged so far, usage of such tools, due to their underlying representations, expects and demands commitment of too many details too early in the design process. This research is aimed at characterizing and developing a computer based diagramming system to support tentative reasoning using diagrams, and thus hopes to extend the scope of CAD environments in design. The thesis first articulates motivations for this topic in detail. Next, a discussion on the role played by diagrams as conceptual tools in various domains is presented. It is followed by a detailed look at characteristics and components of diagrams viewed as a graphic communication system. Next, a comprehensive set of requirements for an ideal software environment for diagramming tasks is developed. A prototype system called CDT was implemented and is used to demonstrate ideas developed in this research. The study concludes with some observations on contributions of this research effort and possible future extensions.
series thesis:PhD
email
last changed 2003/05/10 05:43

_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 2c7b
authors Stenvert, Ronald
year 1993
title The Vector-drawing as a Means to Unravel Architectural Communication in the Past
doi https://doi.org/10.52842/conf.ecaade.1993.x.q9a
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Unlike in painting, in architecture one single person never controls the whole process between conception and realization of a building. Ideas of what the building will eventually look like, have to be conveyed from patron to the actual builders, by way of drawings. Generally the architect is the key-figure in this process of communication of visual ideas. Nowadays many architects design their new buildings by using computers and Computer-Aided (Architectural) Design programs like AutoCad and VersaCAD. Just like traditional drawings, all these computer drawings are in fact vector-drawings; a collection of geometrical primitives like lines, circle segments etc. identified by the coordinates of their end points. Vector-based computer programs can not only be used to design the future, but also as a means to unravel the architectural communication in the past. However, using the computer as an analyzing tool for a better comprehension of the past is not as simple as it seems. Historical data from the past are governed by unique features of date and place. The complexity of the past combined with the straightforwardness of the computer requires a pragmatic and basic approach in which the computer acts as a catalytic agent, enabling the scholar to arrive manually at his own - computer-assisted - conclusions. From this it turns out that only a limited number of projects of a morphological kind are suited to contribute to new knowledge, acquired by the close-reading of the information gained by way of meaningful abstraction. An important problem in this respect is how to obtain the right kind of architectural information. All four major elements of the building process - architect, design, drawing and realization - have their own different and gradually shifting interpretations in the past. This goes especially for the run-of-the-mill architecture which makes up the larger part of the historical urban environment. Starting with the architect, one has to realize that only a very limited part of mainstream architecture was designed by architects. In almost all other cases the role of the patron and the actual builder exceeds that of the architect, even to the extent that they designed buildings themselves. The position of design and drawing as means of communication also changed in the past. Until the middle of the nineteenth century drawings were not the chief means of communication between architects and builders, who got the gist of the design from a model, or, encountering problems, simply asked the architect or supervisor. From the nineteenth century onwards the use of drawings became more common, but almost never represented the building entirely "as built". In 1991 I published my Ph.D. thesis: Constructing the past: computerassisted architectural-historical research: the application of image-processing using the computer and Computer-Aided Design for the study of the urban environment, illustrated by the use of treatises in seventeenth-century architecture (Utrecht 1991). Here, a reconstruction of this historical communication process will be presented on the basis of a project studying the use of the Classical orders as prescribed in various architectural treatises, compared to the use of the orders in a specific group of still existing buildings in The Netherlands dating from the late sixteenth and entire seventeenth century. Comparisons were made by using vector-drawings. Both the illustrations in the the treatises and actual buildings were "translated" into computer-drawings and then analyzed.

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

_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 50ce
authors Baker, R.
year 1993
title Designing the Future: The Computer Transformation of Reality
source Thames and Hudson, Hong Kong
summary A coffee table book on computer applications? Well, yes, because it does deal largely with matters of graphic design in architecture, fashion and textiles, painting, and photography; but it also has items which might be of interest in its sections on digital publication, typography, and electronic communication in general. It also seeks to discuss the way in which these applications may force us to change the way we think. Robin Baker writes in an unfortunately stiff and abstract manner about the impact computer programmes have had on the world of art and design, but the graphic images and extended picture captions help to keep the reader awake - even though the main text sometimes disappears for two or three double page spreads on end. There are also smatterings of pretentious art-world-speak about 'solving certain spatial problems' (in the design of curtain fabrics or teapots) and the introduction (inevitable?) of new jargon: 'shape grammar'(a list of so-called shape 'rules'), 'repurposing' (putting somebody else's work to new use) and 'genetic algorithms' (sculptural designs based on re-processed organic shapes - most of which look like stomach tumours). In his favour, Baker very generously credits students and commercial designers who have produced the effects he describes and illustrates so well. For writers, he sketches in the possibilities of Hypertext and Hypermedia and points to the future of Hyper publishing which he (and Rupert Murdoch)believes will be with us before the end of the century. He seems to have a good oversight of what is possible and practicable - though one wonders how up-to-date the view is when his book may have begun its life anything up to three years ago. He usefully points out that much new technology exists in or drags along with it the forms of earlier periods - so that in an age of electronic communication we still have printed books as a dominant cultural form. Maybe this is as it should be - but Baker makes a persuasive case for the claim that All This is Going to Change.
series other
last changed 2003/04/23 15:14

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
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 6858
authors Bosselmann, Peter and Gilson, Kevin
year 1993
title Visualizing Urban Form
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. 9-30
summary This article is about the use of visual simulation by urban designers. We explore briefly the history of simulation from its origins in the 1960s in the United States, explain guidelines for its application in urban design and planning projects, and discuss in greater detail how new simulation techniques might be integrated into design instruction and practice.
keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_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
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
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
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 eaea2005_000
id eaea2005_000
authors Dechène, Sigrun und Manfred Walz (Eds.)
year 2006
title Motion, E-Motion and Urban Space
source Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4, 260 p.
summary Simulating the development and the image of architecture and urban design means to show how the environment of the future and the living conditions could develop. At the same time it is part of our task to explain our work to local people and to the public and to passion skills in methods, instruments and knowledge in planning to the next generation of architects, planners and last but not least to discuss and to renew them once more for ourselves. Our aim was also to reflect what we have done since starting the look through the key-hole of endoscopy. Meanwhile this look has been completed since the beginnings in 1993 much more by computer and monitor. It is not the question to take the endoscope or the computer as a methodical and instrumental approach. Nowadays we normally decide to take the endoscope and the computer. In preparing the conference and the workshop we thought that this should now also be the moment not only to inform each other and the participants on methods, tools and best practices in simulating and designing the environment but also to focus on the social and human consequences of perception, movement and use the present urban spaces and the urban space in future. So we proposed the theme “MOTION, E-MOTION and URBAN SPACE” and we invited a scientific expert in experimental psychology to give us some serious reflections and one or another hint on our research themes and methods. The contributions and discussions in the conference showed that the proposal has not only been accepted but has also been completed and enriched especially concerning the theme urban space, it’s processes of usage and it‘s atmosphere. Also in the themes of endoscopy and the research on modelling urban spaces and architecture, meanwhile nearly “traditional” ones, remarkable results were presented and discussed. A very important point of contributions and the following discussions was how to present our subjects to the interested public and to improve our own internal exchange. An object could be to enforce the research tasks in researching together even more.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 8b38
authors Do, Ellen Yi-Luen and Gross, Mark D.
year 1998
title The Sundance Lab- "Design Systems of the Future"
doi https://doi.org/10.52842/conf.acadia.1998.008
source ACADIA Quarterly, vol. 17, no. 4, pp. 8-10
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 c7c1
authors Glennie, William L.
year 1993
title The Future of CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1993.x.r9o
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary The field of Computer-Aided Architectural Design (CAAD) is composed of two main threads of development, Academic and Professional, and can be described in three decades, which correspond roughly with three generations of computer systems. This paper presents a brief description of the entire period of school- and practice-based research and development on the applications of computers in Architectural design, and shows how these efforts have and have not been relevant to students' future experiences. Educators must take a fresh look at their current courses and research programs to make sure that they are relevant in the rapidly changing world of professional practice. With limited human and financial resources at most institutions, it is critical to make the best possible choices for the immediate and long-term benefit of today's students. While it is not appropriate for Schools of Architecture to operate strictly at the behest of the profession, we must prepare our students for the world in which they will practice. Therefore, I believe that it is important for the faculty at each School to consider the following questions: (-) Are our students prepared to enter realistic positions as soon as they graduate? (-) Do they have the background necessary to use computers effectively in the future? (-) Do our research efforts have results that designers are likely to use today or any time soon to make better buildings or to make buildings better?

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

_id 2608
authors Hartman, Jan B.
year 1993
title Application of Endoscopy in Road–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. 109-116
summary Within the Dutch Ministry of Transport a special Division on Transport and Traffic Research is occupied with all aspects concerning mobility and traffic safety on a national level. Research and advice on the quality of the road–infrastructure is one of the main topics. For road–design a set of very detailed guidelines have been developed. Construction and reconstruction of parts of the high–way–network are tested against these guidelines. In this matter the actual road–user takes a central place. In the design–phase of a project on road-infrastructure contributions of a number of experts are taken into account. Expert–opinions on elements of the road–design result in a overall road–design. The road–scene of the overall–design is tested against visual requirements for safe driving, from a drivers point of view. Goal is to give advice on improvement of the visual quality of the road design. Research in this field is now carried out by Grontmij Consulting Engineers, mainly under authority of the Ministry of Transport. Key–word is Improvement of Quality. Who is going to notice? Who will benefit from it? Of course it is a comforting thought for road–owners and designers to know they won’t have to be ashamed for what they have come up with. Primary goal is that ‘We the people’ are provided with a high–standard road infrastructure. The road–scene research section studies the quality of the visual information as presented to the roadusers. We try to create visual circumstances in which drivers will be able to perform their driving task is a proper way. When the visual representation in the brain differs from reality, you have a serious problem. A traffic safety problem, with casualties and fatalities. A burden for society, financially and emotionally.

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

_id ddss9218
id ddss9218
authors Hensen, J.L.M.
year 1993
title Design support via simulation of building and plant thermal interaction
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 Design decision support related to building energy consumption and/or indoor climate should be based on an integral approach to the environment, the building, heating, ventilating and air-conditioning (HVAC) system, and the occupants. The tools to achieve this are now available in the form of computer simulation systems which treat the building and plant as an integrated dynamic system. Although its potentials reach beyond the area of Computer Aided Building Design, the paper describes building and plant energy simulation within the context of CABD, design decision support and design evaluation. Currently, computer simulation is only used indirectly as a design decision support mechanism; that is, its power is not delivered very efficiently to the design profession. This paper suggests some future research directions. These are aimed at providing a mechanism to overcome this problem by developing an intelligent front end' which bridges the gap between sophisticated computer simulation tools and the design profession.
series DDSS
last changed 2003/08/07 16:36

_id c5bb
authors Hirschberg, U., Meister, M. and Neumann, F.
year 1993
title Processing of Geographic Data for CAAD-supported Analysis and Design of Urban Development Areas
doi https://doi.org/10.52842/conf.ecaade.1993.x.w2h
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary The interdisciplinary research project aims at the development of a hard- and software environment to support the representation, analysis, manipulation and design of urban development areas for architects and city planners. It was started in 1990 and involves three groups at the ETH Zurich: Architecture/Urban design - Processing of Geographic Data/Photogrammetry -Computer Sciences/CAAD. The first part of this paper will give an introduction to the goals and implications of the project by comparing it with a similar project one of the authors took part in as a student. Then the paper gives a brief description of the work of the three groups involved, an overview of the methods they employed and the results that were achieved. The main focus will be on the work of the CAAD group . Finally some conclusions are drawn and problems are discussed. The future work includes the testing of the tool by students during the winter term 1993/94.

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

_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 a12b
authors Kokosalakis, J., Farrow, J. and Spalton, N.
year 1993
title Introducing 2D Draughting and 3D CAD Modelling into the Information and Library Studies Curriculum in Response to Increasingly Complex Design Requirements of Information Resources
doi https://doi.org/10.52842/conf.ecaade.1993.x.q0e
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary This paper describes enhancements to the Information and Library Studies curriculum at the Liverpool John Moores University. In the design process for buildings and space utilised for learning resources informed client involvement is seen as important by the information professional. A new module has been introduced with the aim of providing students with the knowledge and skills to communicate effectively with building design professionals. It is apparent that CAD has a place in this teaching. The programme of study is outlined, including a discussion of significant, relevant examples produced by the CAAD staff of the School of the Built Environment. The teaching methods were drawn from experience in the well established curricula and delivery of CAAD to the architecture and environmental planning students using School of the Built Environment Macintosh hardware and software. From the Aldham Robarts Learning Resource Centre, (presently nearing completion) examples will be shown of animated models, design, organisational and staffing solutions to new technological demands. These include transfer of the Austin - Smith: Lord Intergraph/MicroStation 3D model to Zoom, animation with Electric Image and Theseus and assisting library staff to use ArchiCAD to design and consider shelf planning arrangements for negotiation with the architects. There are interesting lessons to be learned about the advantages of CAD for future client control.

keywords Information Professional, CAAD, Learning Resource Centre, Open Learning, Information and Library Studies, Curriculum.
series eCAADe
email
last changed 2022/06/07 07:50

_id a944
authors Maher, M.L., Gero, J.S. and Saad, M.
year 1993
title Synchronous Support and Emergence in Collaborative CAAD
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 455-470
summary Design is rarely an activity that is commenced and completed by an individual The more common design environment is one in which teams of designers work together towards a final solution. In this paper we consider issues involved in the development of computer-based design environments in which teams of design professionals can collaborate, focusing on the need for visual and underlying representations which can support multiple interpretations. We consider the environment as providing a shared workspace which facilitates both communication and progression of design ideas, concepts, and drawings. In the environment presented here, the shared workspace has two foci: the workspace that designers see and interact with, and the workspace that provides an underlying computer-based representation for persistent memory. The emphasis is on providing representations that support emergence that occurs during collaboration.
keywords Collaborative Design, Team Design, Multi-User Synchronous CAAD, Shared Representation, Shared Workspace, Emergence
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 8bad
authors Matalasov, Michael
year 1993
title Technical Conception of Videosystems Laboratory at Moscow Institute of 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. 47-50
summary The basic point of our conception is not to submit the architect to technical means, but give him freedom of choice and the opportunity to work in the environment closest to the real one. In our situation it means, that we should provide work in real videoinformative space. Thus, our conception of education is to give all the junior students compulsory general information about videosimulation, and to ensure optional more professional work of undergraduates while carrying out their school projects. We consider, that in the architect’s activity simulation (making small-scale models) plays an essential part, because the small-scale model is the first and the only source of true three-dimensional information about the object designed. At the same time videosimulation does not deny or substitute computer-aided design. To get reliable visual information from the model is possible with the help of special technical means equipped with periscopic devices. In Moscow Institute of Architecture this work has been carried out for 10 years.

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

_id maver_071
id maver_071
authors Mathur, K. and Maver, T.W.
year 1993
title Information Technology in the Management of Design and Construction
source Management of Information Technology for Construction (Ed: K Mathur et al) World Scientific, 585-594
summary This paper provides an overview of the developments in Information Technology (IT) and its impact on the Architecture, Engineering and Construction (AEC) industry. It takes note of what has transpired in the last two decades and how the evolution of this subject corresponds to the predictions which had been made at various times in the past. It concludes that changes in procedures, processes and structure of organisations are needed if the most effective use of IT is to be achieved, and it is timely to go beyond solutions which mimic and automate current processes. Strategic frameworks must be defined within which new solutions will emerge rather than specific technical solutions for individual design or automation tasks. Concurrent changes in the AEC professions and the management of projects and organisations will be required to support the new tools and techniques offered by IT. Thus no promises should be made purely on the basis of emerging technologies. Hence the paper makes no attempt to predict the future of the AEC industry even though integrated systems may become available to support creative, cooperative, multi-disciplinary design, and though such systems will assist construction automation tasks, maintenance and facility management.
series other
type normal paper
email
last changed 2015/02/20 11:30

_id 96a9
authors Mullet, Kevin and Sano, Darrell
year 1993
title Applying Visual Design: Trade Secrets for Elegant Interfaces Tutorials
source Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings 1993 p. 230
summary Objective: This tutorial is designed to increase the participant's awareness of visual and aesthetic issues and provide practical techniques (not guidelines) for achieving elegant user interfaces, information displays, and data visualisations. The emphasis is on avoiding a number of mistakes seen repeatedly in commercial products. Content: This tutorial will focus on the core competencies or "tricks of the trade" that all visual designers internalise as part of their basic training. The tutorial is organised not along the traditional graphic design specialisations, such as typography or colour, but according to the design goals and familiar problems of real-world product development. Specific content areas will include elegance and simplicity; scale, contrast and proportion; organisation and visual structure; module and programme; image and representation; and style. The communication-oriented design aesthetic seen in graphic design, industrial design, and architecture can be applied very successfully to graphical user interfaces, data displays, and multimedia. Design rules provided will be illustrated with extensive visual examples drawn from the international design communities as well as from the HCI domain.
series other
last changed 2002/07/07 16:01

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