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 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 2ff9
id 2ff9
authors Ataman, Osman
year 1993
title Knowledge-based Stair Design
doi https://doi.org/10.52842/conf.acadia.1993.163
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 163-171
summary The application of computer--based technique to support architectural design has often concentrated on matters of representation. Typically, this means computer-aided drafting, and less frequently, computer-aided modeling and visualization. The promise of new computer-based tools to support the process of design has thus far failed to produce any significant tool that has had a widespread impact on the architectural profession. Most developments remain in university based research labs where they are used as teaching instruments in CAD courses or less often in design studios. While there are many reasons for this lack of dissemination, including a reluctance on the part of the architectural profession itself, the primary obstacles deal with difficulties in explicating design knowledge, representing this knowledge in a manner that can be used for design, and providing an intuitive and effective user interface, allowing the designer to easily use the tool for its intended purpose.

This study describes a system that has been developed to address a number of these issues. Based on research findings from the field of Artificial Intelligence which expounds on the need for multiple techniques to represent any complex area of knowledge, we have selected a particular approach that focuses on multiple techniques for design representation. We review this approach in depth by considering its many facets necessary when implementing a knowledge-based system. We then partially test the viability of this approach through a small case study, implementing a knowledge-based system for designing stairs. While this effort only deals with a small part of the total design process, it does explore a number of significant issues facing the development of computer-based design assistants, and suggests several techniques for addressing these concerns.

series ACADIA
email
last changed 2022/06/07 07:54

_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 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 ee51
authors Glanville, Ranulph
year 1993
title Exploring and Illustrating
doi https://doi.org/10.52842/conf.ecaade.1993.x.l5o
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
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 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 ed78
authors Jog, Bharati
year 1993
title Integration of Computer Applications in the Practice of Architecture
doi https://doi.org/10.52842/conf.acadia.1993.089
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 89-97
summary Computer Applications in Architecture is emerging as an important aspect of our profession. The field, which is often referred to as Computer-Aided Architectural Design (CAAD) has had a notable impact on the profession and academia in recent years. A few professionals have predicted that as slide rules were replaced by calculators, in the coming years drafting boards and parallel bars will be replaced by computers. On the other hand, many architects do not anticipate such a drastic change in the coming decade as present CAD systems are supporting only a few integral aspects of architectural design. However, all agree that architecture curricula should be modified to integrate CAAD education.

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

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

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

_id 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 427b
authors Ozel, Filiz
year 1993
title A Computerized Fire Safety Evaluation System for Business Occupancies
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 241-251
summary The development of computer-based code compliance checking programs has been the focus of many studies. While some of these investigated the procedural aspects of building codes, others focused more on their rule base. On the other hand, due to the complexity of the codes, the process of identifying which sections apply to a given problem, and in which order to access them requires a meta-knowledge structuring system. National Fire Protection Association (NFPA) 101M, Alternative Approaches to Life Safety (1992) provides a framework through which code sections can be systematically accessed by means of a set of checklists. The study presented here primarily focuses on the development of a computer based fire safety code checking system called ARCHCode/Business for business occupancies following the guidelines and the methodology described in Chapter 7 of NFPA 101M.
keywords Fire Safety Expert System, Business Occupancies, CAD Interface
series CAAD Futures
last changed 1999/04/07 12:03

_id eba1
authors Palmqvist, Henri
year 1993
title The Environmental Simulator and Applications of the Episode Theory in Teaching 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. 67-74
summary Every architectural design consists of spaces and series of successive spaces. The way in which spaces are arranged to form a series can only be experienced by passing through them. This means that movement plays a very important role in the experience of our spatial environment. At the same time, this presents a major challenge to architects, and especially to students in architecture, who need to take into consideration how their designs are experienced in movement. Therefore, at the Department of Architecture in Tampere one of our aims in Architectural Design is to teach our students to see the spaces, masses, houses and housing areas they design from the point of view of movement. This training has mainly been provided in the context of a Basic Course and Professional Course I in Architectural Design and the related course on Time and Motion in Architecture. Projects related to the theory of time and motion are started with students in their first and second year. A major role in all this teaching has been played by our environmental simulator, with which we have been able to evaluate our work by using models on different scales (1/200, 1/100, 1/500). We have applied three main perspectives in our courses: analysis of space, series of spaces, and series of spaces in motion.

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

_id e9f1
authors Alaimo, G., Pellitteri, G. and Scianna, A.
year 1993
title A Tool for Typological Analysis
doi https://doi.org/10.52842/conf.ecaade.1993.x.q0g
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Any design problem is faced drawing from the architect's knowledge both case knowledge and general knowledge. One type of the latter is abstracted from a multiplicity of cases of which the common features are recognised in such a way as to single out a prototype representing in the best way a class of architectural objects. If applied to a set of residential buildings and to the flats in them the analysis is typological and it is one of the fundamental ways of acquiring general knowledge to be used to face design problems. The tool we present is aimed at such a type of analysis and is based on the idea that it possible to acquire qualitative knowledge through the statistical analysis of measurable characteristics of the examined architectural objects. It has been tested by applying it to the typological analysis of a set of flats of illegal buildings in Sicily. The procedure is organised in two main phases. The first one consists in a series of elaborations performed during the reading of architectural organism; the second one consists in a series of statistical analyses on the results (characteristic variables) of the first.
series eCAADe
last changed 2022/06/07 07:50

_id 0ab2
authors Amor, R., Hosking, J., Groves, L. and Donn, M.
year 1993
title Design Tool Integration: Model Flexibility for the Building Profession
source Proceedings of Building Systems Automation - Integration, University of Wisconsin-Madison
summary The development of ICAtect, as discussed in the Building Systems Automation and Integration Symposium of 1991, provides a way of integrating simulation tools through a common building model. However, ICAtect is only a small step towards the ultimate goal of total integration and automation of the building design process. In this paper we investigate the next steps on the path toward integration. We examine how models structured to capture the physical attributes of the building, as required by simulation tools, can be used to converse with knowledge-based systems. We consider the types of mappings that occur in the often different views of a building held by these two classes of design tools. This leads us to examine the need for multiple views of a common building model. We then extend our analysis from the views required by simulation and knowledge-based systems, to those required by different segments of the building profession (e.g. architects, engineers, developers, etc.) to converse with such an integrated system. This indicates a need to provide a flexible method of accessing data in the common building model to facilitate use by different building professionals with varying specialities and levels of expertise.
series journal paper
email
last changed 2003/05/15 21:22

_id ae19
authors Armstrong, Richard
year 1993
title On The Technical Features Of The Endoscope - OES Modelscope as a Case in Point
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. 153-156
summary The Olympus Optical Company of Japan was formed in 1919, with the introduction of the first generation single lens reflects camera, and soon after with the first microscope. Since that time, the organisation has developed and is now split into three main divisions: manufacturing and supplying cameras, microscopes and endoscopes. Other smaller specialist divisions exist suppling such products as dictaphones. Perhaps, rather surprisingly, the endoscope division is the largest part of the organisation. Through a world-wide organisation of four main business centers, Olympus Industrial, the name given to the industrial endoscope division, provides service and support to its customers. Each of the main business centers operates through agents and distributors. There are many different industries which gain the benefits of saved time and money provided by using endoscopes. To meet the needs of so many varied industries, there is a need to have a wide range of equipment. This includes light sources, to provide illumination, rigid borescopes, flexible fiberscopes, if views around corners are needed, and the new technology videoscopes. These instruments use the latest CCD technology with a small chip situated in the distal end of the scope, instead of fiberoptic image bundles used in fiberscopes.

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

_id 4c30
authors Aura, Seppo
year 1993
title Episode as a Unit of Analysis of Movement
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. 53-66
summary Everybody who has read his Gordon Cullen or his Edmund H. Bacon knows that movement has long been recognized as a factor in environmental planning in many ways. For example, in the traditional Japanese promenade garden the importance of movement has always been appreciated. The promenader gains an intense experience of the succession, variation and rhythm of the surrounding scene. The spaces and paths lead him from one stage to another. The spatial structure of the Japanese promenade garden, as well as of traditional Japanese architecture in general, is joined most intensively to time and motion. The environment is in relation to the flow of change in many sense, both concretely and existentially. Taking an example of western urban environment. Here perhaps the most marked sequential spaces are to be found in small medieval, mediterranean towns. Thanks to their organic growth, narrow and winding streets and the emphasis on public squares, most of them provide exciting experiences if the observer is only interested in seeing the townscape from the point of view of movement. There are also examples of this kind of environment in Finland. In old wooden towns like Porvoo and Rauma one can still find varied and rhythmic streetscapes and networks of streets and squares, together with a human scale and an almost timeless atmosphere. One could say that such an opportunity to experience spaces sequentially, or as serial visions, is an important dimension for us, especially as pedestrians. And as Gordon Cullen has shown there is in any urban environment much scope to heighten this experience. For example, by creating a sense of ’entering in’ some place, ’leaving for’, ’moving towards’, ’turning into’, ’walking through’ some place or ’following on’ the flow of spaces. Or, as Edmund H. Bacon has said, the departure point of good town planning should be that the successive towns spaces give rise to a flow of harmonic experiences: present experiences merge with earlier ones and become a step towards a future. Or, again in the words of Donald Appleyard, Kevin Lynch and John R. Myer: “The experience of a city is basically of a moving view, and this is the view we must understand if we wish to reform the look of our cities”.
keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 4dd6
authors Bhavnani, S.K., Garrett, J. and Shaw, D.S.
year 1993
title Leading Indicators of CAD Experience
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 313-334
summary Current interfaces and help facilities of CAD systems are not designed to respond to a user's performance. To develop such adaptive environments, a better understanding of the indicators of CAD experience is required. This paper discusses the results of studying behavior patterns of different types and levels of CAD users for a specific drawing task. The results show that the type and experience of the CAD user has a clear correlation to the pattern of commands used, the time taken, and the quality of drawing produced. By using the experimental data to train a neural network, the paper demonstrates a connectionist approach for experience assessment. This information, it is proposed, can provide input to an adaptive interface which generates unobtrusive interception to improve the performance of a CAD user. Future experiments to explore the issues of generality and interception are presented.
keywords CAD user Modeling, Adaptive Interface, Neural Networks
series CAAD Futures
email
last changed 2003/11/21 15:16

_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 c372
authors Calvert, T., Bruderlin, A., Mah, S., Schiphorst, T. and Welman, C.
year 1993
title The Evolution of an Interface for Choreographers Evolving Design
source Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems 1993 pp. 115-122
summary This paper describes the evolution of the interface to Life Forms, a compositional tool for the creation of dance choreography, and highlights some of the important lessons we have learned during a six year design and implementation period. The lessons learned can be grouped into two categories: 1) Process, and 2) Architecture of the Interface. Our goal in developing a tool for choreography has been to provide computer-based creative design support for the conception and development of dance. The evolution was driven by feedback from the choreographers and users who were members of the development team, combined with our knowledge of current thinking on design and composition. Although the interface evolved in a relatively unconstrained way, the resulting system has many of the features that theoretical discussion in human interface design has projected as necessary. The Life Forms interface has evolved incrementally with one major discontinuity where adoption of a new compositional primitive required a completely new version. The choreography and composition of a dance is a complex synthesis task which has much in common with design. Thus, the lessons learned here are applicable to the development of interfaces to such applications as computer aided design.
keywords Composition; Design; User Interface; Dance; Complexity; Choreography; Human Animation
series other
last changed 2002/07/07 16:01

_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
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

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