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 34

_id b110
id b110
authors Abadi Abbo, Isaac and Cavallin Calanche, Humerto
year 1994
title Ecological Validity of Real Scale Models
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 31-40
summary Space simulation is a technique employed by architects, urban designers, environmental psychologists and other related specialists. It is used for academic and research purposes, as an aid to evaluate the impact that the built environment or that to be built would yield in potential or real users. Real Scale Model is organized as one of the models which represents more reliable spatial characteristics in space simulations. However, it is necessary to know the ecological validity of the simulations carried out, that is the degree in which laboratory results could be taken as reliable and representative of real situations. In order to discover which variables of the model used are relevant so that their perception results ecologically valid in respect to reality, a research has been designed in which simulations of specific spaces are appraised both in real space and in the real scale model. The results of both evaluations were statistically analyzed and it shows no significative differences in psychological impressions between the evaluation of real spaces and real scale model. These ecological validation of the real scale model could be of great use to estimate the validity of the results obtained in spaces simulated in the laboratory.
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2006/06/24 09:29

_id ddss9417
id ddss9417
authors Chan, Chiu-Shui
year 1994
title A Hypermedia Tutoring for Multimedia Tasks
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Using a computer or a software package involves procedural knowledge, or knowledge of a series of instructions. When a user recognizes the appropriate computer commands (the method) in acertain application, it is assumed that the user is capable of doing a computer-related or computeraided task. Based on this assumption, the current project explores methods of developing a computer tutoring system to convey know-how efficiently. The purpose of the project is to make novices familiar with machines and with techniques of handling multimedia for presenting design concepts. A teaching tool is designed that combines images, sounds, and movements to create an effective learning environment. The tool is a hypermedia system consisting of different software and hardware components implemented in the HyperCard. How to manipulate different media will be taught by means of cross-references, graphic display, text explanations, and background music. Hopefully, this project will suggest some useful methods for teaching CAD to novice computer users.
series DDSS
email
last changed 2003/08/07 16:36

_id cdd0
authors Day, A.
year 1994
title From Map to Model: the Development of an Urban Information System
source Design Studies, Vol 15 No 3, July 1994
summary The use of three-dimensional computer models for urban planning and design is discussed with particular reference to a recently completed model of the City of Bath. Problems in making such models generally available are identified and a solution, which is particularly appropriate for nonexpert users, is proposed.
series journal paper
last changed 2003/04/23 15:14

_id 4f23
authors Dieberger, Andreas
year 1994
title Navigation in Spatial Information Environments: User Interface Design Issues for Hypertext and VR Systems Posters
source Proceedings of the ECHT'94 European Conference on Hypermedia Technologies 1994
summary The Information City project (presented in a poster at Hypertext 93) uses the spatial user interface metaphor of a city to organize and navigate large collections of hypertextual information. As we are used to navigate real life cities the city metaphor -- enriched with magic features -- should help to navigate information structures. A first implementation of the Information City was started in a MUD system. MUDs are networked multi-user text-adventure games which usually make use of a house / city metaphor. MUDs are conceptually similar to hypertext systems and navigational findings in those systems are therefore relevant also to hypertext. While implementing the first parts of the city research into navigation in MUDs was found necessary. This poster presents some results of this navigational study and describes how knowledge in the domains of architecture and city-planning can be used to design an easy to navigate virtual city. Highlights of the results concern magic features and collaboration. Magic features extend the spatial metaphor beyond typical properties of space. An example is the hypertext link which allows tunneling through the spatial structure. Other results concern the richness of spaces (or space-descriptions) and communication between users. It seems the chief benefit of the spatial metaphor of the city is in communication about spatial relationships of information. The findings probably are valuable in designing any information system using spatial metaphors. They are especially useful for hypertext systems realized in some virtual environment -- be it a MUD or an immerse virtual reality system.
series other
last changed 2002/07/07 16:01

_id ecaadesigradi2019_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 423-432
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id 68c8
authors Flemming, U., Coyne, R. and Fenves, S. (et al.)
year 1994
title SEED: A Software Environment to Support the Early Phases in Building Design
source Proceeding of IKM '94, Weimar, Germany, pp. 5-10
summary The SEED project intends to develop a software environment that supports the early phases in building design (Flemming et al., 1993). The goal is to provide support, in principle, for the preliminary design of buildings in all aspects that can gain from computer support. This includes using the computer not only for analysis and evaluation, but also more actively for the generation of designs, or more accurately, for the rapid generation of design representations. A major motivation for the development of SEED is to bring the results of two multi-generational research efforts focusing on `generative' design systems closer to practice: 1. LOOS/ABLOOS, a generative system for the synthesis of layouts of rectangles (Flemming et al., 1988; Flemming, 1989; Coyne and Flemming, 1990; Coyne, 1991); 2. GENESIS, a rule-based system that supports the generation of assemblies of 3-dimensional solids (Heisserman, 1991; Heisserman and Woodbury, 1993). The rapid generation of design representations can take advantage of special opportunities when it deals with a recurring building type, that is, a building type dealt with frequently by the users of the system. Design firms - from housing manufacturers to government agencies - accumulate considerable experience with recurring building types. But current CAD systems capture this experience and support its reuse only marginally. SEED intends to provide systematic support for the storing and retrieval of past solutions and their adaptation to similar problem situations. This motivation aligns aspects of SEED closely with current work in Artificial Intelligence that focuses on case-based design (see, for example, Kolodner, 1991; Domeshek and Kolodner, 1992; Hua et al., 1992).
series other
email
last changed 2003/04/23 15:14

_id 778e
authors Gann, D.
year 1994
title Archaeological Site Reconstruction With AutoDesk's 3D Studio
source CSA Newsletter Vol 7:3 Nov 1994
summary 3D Studio is an IBM-compatible computer modeling program that enables users to create three-dimensional renderings of a variety of objects. In its ability to import a wide variety of maps and other images, 3D Studio allows for the realistic rendering of models created within AutoCAD or other 3D CAD packages. Over the past year, the Homol'ovi research program has been utilizing this software to create near photo-realistic renderings of conjectural site models. My own interests in three-dimensional computer modeling developed out of work at the site of Homol'ovi IV, a 150-room pueblo site located near Winslow, Arizona. The site was situated upon a steep 30-meter bluff with a bedrock cap. Approximately 24 rooms were located on top of the bedrock cap, with another 125 rooms situated on the slope of the butte. During the 1989 field season five structures were excavated, while a separate crew worked clearing and mapping the tops of walls. Mapping was accomplished with a Topcon EDM/theodolite station, and a standard map was created from this process. (See Fig. 3.) While the map was sufficient to show the general layout of the site, I remained unsatisfied; a 2D plan view simply did not convey the vertical dimension of the pueblo. At this point the Homol'ovi Research Program purchased a copy of AutoCAD in order to begin exploring three-dimensional mapping and modeling.
series other
last changed 2003/04/23 15:50

_id ddss9436
id ddss9436
authors Gross, Mark D.
year 1994
title Indexing the Electronic Sketchbook: Diagrams as Keys to Visual Databases
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The question is how to index a visual database. Consider a visual database -- collection of drawings, three-dimensional models, scanned photographs, video, and text -- as a kind of modernmultimedia architectural sketchbook. It can be shared among a wide group of users with different purposes, and who may think about the contents in rather different ways. The connections -- perhaps hypertext -- among the entries may be complex and the organization difficult to comprehend. How then, to index the collection? Certainly traditional techniques -- looking for a concert hail -- built of concrete and glass -- in the 1970's in Utrecht and the architect's name is H* -- will help. But suppose we do not know so precisely what we are looking for? Might we appeal to the language of diagram? Can we add to our schemes for search and retrieval a diagrammatic index? We propose to try this idea. The paper describes our "computer as cocktail napkin" system for recognizing and interpreting diagrams. It consists of a pen-based freehand sketching program that recognizes simple symbols the user has trained (such as lines, shapes, letters, etc.) and spatial arrangements of these symbols. A graphical search procedure finds occurrences of a drawn configuration of symbols in the pages of a sketchbook made using the program. By extending thepages of the sketchbook to include photos, drawings, and text in addition to diagrams, we can use this technique to find items whose diagrams match a drawn search configuration. The paper will demonstrate this prototype program and explore its use for indexing visualdatabases in architecture.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9446
id ddss9446
authors Horgen, Turid
year 1994
title Post Occupancy Evaluation as a Strategy to Develop an Improved Work Environment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary A post-occupancy evaluation is a formal way of finding out whether a recently occupied, remodelled, or built environment is performing, as was intended in its programming or design, and a term which has been developed in the professional field in the United States over the last 20 years. The Scandinavian approach to the same question has emphasised surfacing the values of the users of the work environment as a tool for a more comprehensive approach to space planning and design. A recent case-study of the Taubman Building at Harvard University's John F. Kennedy School of Government was aimed at blending the two strategies for evaluation, defined postoccupancy evaluation as a dialogue with the client, as a process to help the client reflect on spatial and technological improvements, or alternate strategies for organisational locations in buildings, and offers an interesting example of a possible future direction for POE's. Sheila Sheridan, Director of Facilities and Services at the Kennedy School, commissioned the case-study, and has been using it result in her daily work. Jacqueline Vischer, who has developed a survey of seven key dimensions of work-place comfort for commercial office buildings throughout eastern North America, and Turid Horgen, who has developed tools for participatory environmental evaluation and programming, widely used in Scandinavia, carried out the study and facilitated the evaluation process. The study is also done in the context of the ongoing research on these issues in the design Inquiry Group at the School of Architecture and Planning at MIT, which is involved in a larger program for developing strategies and tools for more effective programming and management of corporate space. This research defines the workplace environment as the interaction between four dimensions: space, technology, organisation and finance. Our approach is to integrate programming and evaluation with organisational planning and organisational transformation.Post occupancy evaluation is seen as a way to inform the client about his organisational culture as he manages the fit between a facility and its uses, and as one of several tools to bridge the frameworks and viewpoints and the many "languages" which are brought into the decision making process of designing the built environment.
series DDSS
last changed 2003/08/07 16:36

_id 480c
authors Hornyánszky Dalholm, Elisabeth and Rydberg Mitchell, Birgitta
year 1994
title Full-Scale Modelling - A Tool with Many Forms and Applications
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 59-70
summary The significance of the full-scale mock-up as a tool depends, among other things, on the type and finish of the mock-up, the purpose of its use and the user. The qualities of the tool effect the way it can be used. By working with a new group of users, architecture students, and by supplementing our building system with blocks we now have gained new experience. In the first part of this paper we present the projects that we carried out in teaching, partly inspired by the collaboration with EFA-members. In the second part, we try to compare this experience with our previous work with lay-people. Since the outcome of full-scale modelling means different things to these two categories of users, it affects their relationship to the mock-up. A consequence of this is that the mock-up has to fulfil various demands and it is important to be aware of these and adjust the mock-up and the full-scale modelling procedure according to them.
keywords Model Simulation, Real Environments
series other
email
last changed 2003/08/25 10:12

_id 401c
authors Hornyánszky Dalholm, Elisabeth and Rydberg Mitchell, Birgitta
year 1994
title FULL-SCALE MODELLING - A TOOL WITH MANY FORMS AND APPLICATIONS
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 83-94
summary The significance of the full-scale mock-up as a tool depends, among other things, on the type and finish of the mock-up, the purpose of its use and the user. The qualities of the tool effect the way it can be used. By working with a new group of users, architecture students, and by supplementing our building system with blocks we now have gained new experience. In the first part of this paper we present the projects that we carried out in teaching, partly inspired by the collaboration with EFA-members. In the second part, we try to compare this experience with our previous work with lay-people. Since the outcome of full-scale modelling means different things to these two categories of users, it affects their relationship to the mock-up. A consequence of this is that the mock-up has to fulfil various demands and it is important to be aware of these and adjust the mock-up and the full-scale modelling procedure according to them.
keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:01

_id ecaade2021_103
id ecaade2021_103
authors Hussein, Hussein E. M., Agkathidis, Asterios and Kronenburg, Robert
year 2021
title Towards a Free-form Transformable Structure - A critical review for the attempts of developing reconfigurable structures that can deliver variable free-form geometries
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 381-390
doi https://doi.org/10.52842/conf.ecaade.2021.2.381
summary In continuation of our previous research (Hussein, et al., 2017), this paper examines the kinetic transformable spatial-bar structures that can alter their forms from any free-form geometry to another, which can be named as Free-form transformable structures (FFTS). Since 1994, some precedents have been proposed FFTS for many applications such as controlling solar gain, providing interactive kinetic forms, and control the users' movement within architectural/urban spaces. This research includes a comparative analysis and a critical review of eight FFTS precedents, which revealed some design and technical considerations, issues, and design and evaluation challenges due to the FFTS ability to deliver infinite unpredictable form variations. Additionally, this research presents our novel algorithmic framework to design and evaluate the infinite form variations of FFTS and an actuated prototype that achieved the required movement. The findings of this study revealed some significant design and technical challenges and limitations that require further research work.
keywords Kinetic transformable structures; finite element analysis; form-finding; deployable structures; Grasshopper 3D; Karamba 3D
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss9456
id ddss9456
authors Kubiak, Bernard and Korowicki, Antoni
year 1994
title Identification And Analysis of the Recreational Behaviour Forms and the Needed Recreational Space Using the Integrated Spatial and Object-Oriented Gis: Concepts and Statements
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper is concerned with how to measure and investigate changes in the recreational behaviour and the required recreational space in Polish seaside recreational areas in last few years. Spatial information is an integral part of the identification and analysis of recreational behaviour and required recreational space. We postulate, therefore, that spatial information should be fully incorporated in integrated object-oriented GIS and Decision Support Technology. We argue in this paper that the existing theoretical approaches with their descriptive and technical basis do not offer directions for its application and evaluation. They do not seek to explain the processes undergone by spatial information, nor define appropriate data models. New approaches to GIS use object-oriented structures and expert systems concepts, and they will become increasingly helpful in understanding GIS. It is not unreasonable to expect that the most important issue is to use a data model or object-oriented models which closely represent the user's concept of the geographic object for representing spatial phenomena. We have discovered that most Polish users in this field are unable to collect the data they require directly. Thus they have to use methods and techniques, which cannot be found in GIS such as SWOT analysis. According to our experiences, the identification and analysis of the recreational behaviour and the required recreational space should be defined as a system approach where: (i) recreational space requires an object, (ii) state of recreational space is defined by the set of values of recreational space features, and (iii) the utility of the recreational space is defined by a set of features. The identification and analysis of the recreational behaviour in the presented approach are based on the features/utilities matrix of the recreational space and the computer map. The development of such a system needs many organizational changes. It is shown that in many applications organizational rather than the technical aspects of GIS determine their future and open the way to new spatial analytical techniques.
series DDSS
last changed 2003/08/07 16:36

_id cd34
authors Marinelli, A.M., Belibani, R. and Gadola, A.
year 1994
title Multimedia in Communication: A Study on the Urban Image of Barcelona
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. 103-107
doi https://doi.org/10.52842/conf.ecaade.1994.103
summary The Hypertext on Barcelona was realized within the interuniversity scientific research "La Produzione dei circuiti multimediali didattici per l'architettura e l'urbanistica" (The production of multimedia didactic circuits for architecture and urban planning), coordinator Prof. Paola Coppola Pignatelli - Dipartimento di Progettazione Architettonica e Urbana- Facoltà di Architettura, Università "La Sapienza", Roma, Italia. During the numerous debates on the relationship between multimedia and communication of the project a long list of problems emerged: the understanding and the management of explorable fields opened by these new media; the informative overflow that can introduce irrelevant information; the "interactive" anxiousness that produces a continuous jumping from one theme to another without any understanding; the identification of the right contents of a multimedia product, that requires an elaborate culture of media languages; the education of the users on new models of learning. From the debates emerged in short a principal point: the necessity to study and to experiment a "multimedia tool" able of transmitting knowledge not through a simple sum of data but through a group of information. If every single tool has -its own characteristics and if the combinations are not automatic, then the modes and contents should be examined. Is it possible therefore to invent a strategy of communication?
series eCAADe
last changed 2022/06/07 07:59

_id 8fb2
id 8fb2
authors McCall, Raymond, Bennett, Patrick and Johnson, Erik
year 1994
title An Overview of the PHIDIAS II HyperCAD System
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 63-74
doi https://doi.org/10.52842/conf.acadia.1994.063
summary The PHIDIAS II HyperCAD system combines the functionality of CAD graphics, hypermedia, database management and knowledge-based computation in a single, highly integrated design environment. The CAD functionality includes both 3-D and 2-D vector graphics. The hypermedia includes support for text, raster images, video and sound. The database management enables persistent storage and interlinking of large collections of text, images, video, sound and vector graphics, i.e., thousands of vector graphic objects and drawings in a single database. Retrieval is provided both through use of "associative indexing" based on hyperlinks and through use of an advanced query language. The knowledge- based computation includes both inference and knowledgebased critiquing.

A highly unusual feature of PHIDIAS II is that it implements all of its functions using only hypermedia mechanisms. Complex vector graphic drawings and objects are represented as composite hypermedia nodes. Inference and critiquing are implemented through use of what are known as virtual structures [Halasz 1988], including virtual links and virtual nodes. These nodes and links are dynamic (computed) rather than static (constant). They are defined as expressions in the same language used for queries and are computed at display time. The implementation of different kinds of functions using a common set of mechanisms makes it easy to use them in combination, thus further augmenting the system's functionality.

PHIDIAS supports design by informing architects as they develop a solution's form. The idea is thus not to make the design process faster or cheaper but rather to improve the quality of the things designed. We believe that architects can create better buildings for their users if they have better information. This includes information about buildings of given types, user populations, historical and modern precedents, local site and climate conditions, the urban and natural context and its historical development, as well as local, state and federal regulations.

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

_id 051a
authors Ng, Edward and Mori, Stefano
year 1994
title The Electronic Hartlib Project
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. 108-114
doi https://doi.org/10.52842/conf.ecaade.1994.108
summary One of the many criticisms of early efforts in multimedia based teaching, learning and information systems is that most of the development is focused on constructing closed systems, and that once they are completed, altering their content, especially by third party users, is next to impossible. This leads to two problems. Firstly, in the current funding environment, it is almost impossible to sustain the system. Secondly, the system thereby developed is not very flexible and hence can be difficult to use. In Sheffield, we are trying to address this problem by constructing an open system. Using an interface-less data structuring system, an object oriented technique has been developed to separate the interface from the generic files thereby allowing unlimited posthumous alteration and adaptation. A prototype has been developed in Hypercard and in Director, but the beauty of the system is that it can be adapted to run on almost anything.

series eCAADe
last changed 2022/06/07 07:58

_id 61a4
authors Parsons, Peter W.
year 1994
title Craft and Geometry in Architecture: An Experimental Design Studio Using the Computer
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 171-176
doi https://doi.org/10.52842/conf.acadia.1994.171
summary Craft is one of the main aspects of architecture that accounts for its strong corporeal presence. The Computer used as a geometry machine lacks such tectonics. The predominant means for bringing a sense of materiality to its geometric constructions is through rendering, and in this respect the computer is not significantly different from geometric drawing. One need only recall the beautifully rendered drawings of the Beaux-Arts for a comparison. With the rise of modern architecture such 'paper' architecture was voraciously denounced in the cause of relating architectural production more closely with crafted production. Even now the interest in craft has persisted despite postmodern criticism. Therefore, a means for bringing a greater sense of craft to computer-aided design seems desirable. The architectural studio discussed in this paper was initiated partly for this purpose by intentionally confronting the computer's proclivity to move its users away from craft toward geometry, while at the same time taking advantage of its capabilities as a geometry machine. Craft can best be understood by practicing it. Consider, for example, the use of a chisel in woodwork. As one applies force with it, one can feel the resistance of the material. Carving with the grain feels differently than carving against or across it. Carving a piece of maple feels differently than carving a piece of pine. If one presses too hard on the chisel or does not hold it at the precise angle, there is a great risk of creating an unwanted gouge. Gradually with practice the tool feels as if it is an extension of the hand that holds it. it becomes an extension of the body. One can feel the physical qualities of the wood through it. Like a limb of the body its presence can become transparent and one can learn about what one feels through it. It can imprint a memory in the mind that comes to the brain, not through the eyes alone, but through the tactile senses. On the other hand it is tiring to use a chisel for an extended period of time. One's body begins to ache and, as the body tires, the risks of making an unwanted mistake increase. Furthermore, because a tool becomes wedded to the body, it is almost impossible to use more than one tool at a time unless they are being used in conjunction with one another as one might use two limbs of the body together. On a computer one can never 'feel' an object, the image of which is on the screen, in the same manner that one can feel with a chisel the material upon which one is working. One becomes particularly aware of this when creating a 3D computer model of a hand tool. One wants to hold it, not just look at it. Thus the artifice of the object created by means of the computer becomes very apparent, because the 'tool' has not yet taken on the qualities of a tool, although it has taken on the appearance of one.
series ACADIA
last changed 2022/06/07 07:59

_id ddss9473
id ddss9473
authors Peckham, Robert J.
year 1994
title Geographical Information Systems and Decision Support for Envi-ronmental Management
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The growing requirement for spatial decision support systems in Urban and Regional Management is pointed out. This has come about due to the increasing complexity of modern human activities, the increase in awareness of the negative consequences of mankind's technological development on the environment, and also due to the need to respect new regulations and legislation regarding environmental impacts. Such spatial decision support systems need to manipulate and analyze a wide variety of spatially referenced information, frequently in large quantities. Geographical Information Systems are now the chosen means for supporting such information, but in order to arrive at decisions further analysis modules and decision aids frequently need to be linked to them, or integrated with them. Linking multicriteria decision aid with spatial analysis is one way in which spatially referenced information can be used to arrive at decisions in situations where there are many and conflicting criteria. Examples of applications of these ideas to real management problems, including waste management, river management and site management are used to show how spatial information can now be manipulated to aid decisions, and to arrive at some of the design requirements for more flexible and applicable decision support systems. The merits and disadvantages of several different approaches to design and implementation of decision support systems, especially from the users point of view, are discussed.
series DDSS
email
last changed 2003/08/07 16:36

_id ca57
authors Reid, Elizabeth
year 1994
title Cultural formations in text-based virtual realities
source University of Melbourne
summary Beginning with an understanding of virtual reality as an imaginative experience and thus a cultural construct rather than a technical construction, this thesis discusses cultural and social issues raised by interaction on 'MUDs', which are text-based virtual reality systems run on the international computer network known as the Internet. MUD usage forces users to deconstruct many of the cultural tools and understandings that form the basis of more conventional systems of interaction. Unable to rely on physical cues as a channel of meaning, users of MUDs have developed ways of substituting for or by-passing them, resulting in novel methods of textualising the non- verbal. The nature of the body and sexuality are problematised in these virtual environments, since the physical is never fixed and gender is a self-selected attribute. In coming to terms with these aspects of virtual interaction, new systems of significance have been developed by users, along with methods of enforcing that cultural hegemony through power structures dependent upon manipulation of the virtual environment. These new systems of meaning and social control define those who use MUDs as constituting a distinct cultural group.
keywords Subject Social Evolution; Virtual Reality; Interactive Multimedia; Internet
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 90e3
authors Reinschmidt, K. and Finn, G.A.
year 1994
title Smarter computer-aided design
source IEEE Expert, Vol. 9, No. 4, pp. 50-55
summary CAD systems with embedded, integrated knowledge-based components can make users more productive by leveraging knowledge about the design, engineering, and manufacture of the system or part being designed. We discuss some of the results of our experience, including the embedding of a knowledge-based systems tool in three commercial CAD systems using a special integration software program. This software, called Stonerule, acts as an integration mechanism between the CAD system and the knowledge-based design application.
series journal paper
last changed 2003/04/23 15:14

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