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 358

_id 5dff
authors Bricken, M.
year 1994
title Virtual Worlds: No Interface to Design
source Cyberspace - First Steps, M.Benedikt ed, MIT Press
summary In a virtual world, we are inside an environment of pure information that we can see, hear, and touch. The technology itself is invisible, and carefully adapted to human activity so that we can behave naturally in this artificial world. We can create any imaginable environment and we can experience entirely new perspectives and capabilities within it. A virtual world can be informative, useful, and fun; it can also be boring and uncomfortable. The difference is in the design. The platform and the interactive devices we use, the software tools and the purpose of the environment are all elements in the design of virtual worlds. But the most important component in designing comfortable, functional worlds is the person inside them. Cyberspace technology couples the functions of the computer with human capabilities. This requires that we tailor the technology to people, and refine the fit to individuals. We then have customized interaction with personalized forms of information that can amplify our individual intelligence and broaden our experience. Designing virtual worlds is a challenging departure from traditional interface design. In the first section of this chapter I differentiate between paradigms for screen-based interface design and paradigms for creating virtual worlds. The engineer, the designer, and the participant co-create cyberspace. Each role carries its own set of goals and expectations, its own model of the technology's salient features. In the second section of the chapter I address these multiple perspectives, and how they interrelate in the cooperative design process. In conclusion, I consider broader design issues, including control, politics, and emergent phenomena in cyberspace.
series other
last changed 2003/11/21 15:16

_id a887
authors Kaplan, Nancy and Moulthrop, Stuart
year 1994
title Where No Mind Has Gone Before: Ontological Design for Virtual Spaces Papers
source Proceedings of the ECHT'94 European Conference on Hypermedia Technologies 1994 pp. 206-216
summary Hypermedia designers have tried to move beyond the directed graph concept, which defines hypermedia structures as aggregations of nodes and links. A substantial body of work attempts to describe hypertexts in terms of extended or global spaces. According to this approach, nodes and links acquire meaning in relation to the space in which they are deployed. Some theory of space thus becomes essential for any advance in hypermedia design; but the type of space implied by electronic information systems, from hyperdocuments to "consensual hallucinations," requires careful analysis. Familiar metaphors drawn from physics, architecture, and everyday experience have only limited descriptive or explanatory value for this type of space. As theorists of virtual reality point out, new information systems demand an internal rather than an external perspective. This shift demands a more sophisticated approach to hypermedia space, one that accounts both for stable design properties (architectonic space) and for unforeseen outcomes, or what Winograd and Flores call "breakdowns." Following Wexelblat in cyberspace theory and Dillon, McKnight, and Richardson in hypermedia theory, we call the domain of these outcomes semantic space. In two thought experiments, or brief exercises in interface design, we attempt to reconcile these divergent notions of space within the conceptual system of hypermedia.
keywords Spatial Hypertext; Interface Design; Information Mapping; Navigation
series other
last changed 2002/07/07 16:01

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id 4f13
authors Ronchi, Alfredo M.
year 1994
title A Brief History of CAAD in Italy
doi https://doi.org/10.52842/conf.ecaade.1994.x.f3n
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, p. 227
summary Twenty years of revolution, from the middle '70 to the middle '90. Many things have changed since the origins of computer graphics and computer aided design in architecture. We started teaching drafting on terminals which connected to mini computers, complex procedures or sets of graphics libraries working with keywords, vectors and storage screens. The next step was devoted to the discovery of workstations in the early '80's, where the user sat face on to the whole power of a multitasking system. At that time to use up to 16 time sharing processes running on the same work station seemed to have no practical use at all. Fortunately someone (ie Xerox PARC laboratories) at the same time started to develop the so-called GUI. Graphical user interface started a revolution in human/machine interface (ie Smalltalk). The desktop metaphor, the use of multiple windows and dialogues joined with icons and pop up menus let the user manage more applications and, even more important, created a standard in application/user interface (CUA). In the meantime focus had moved from hardware to software, systems being chosen from the software running. The true revolution we have seen starting from that base and involving an ever increasing number of users was the birth of PC based applications for CAAD. Generally speaking nowadays there are three main technologies concerning teaching: communication, multimedia and virtual reality. The first is the real base for future revolution. In the recent past we have started to learn how to manage information by computers. Now we can start to communicate and share information all over the world in real time. The new age opened by fax, followed by personal communication systems and networks is the entry point for a real revolution. We can work in the virtual office, meet in virtual space and cooperate in workgroups. ATM and ISDN based teleconferencing will provide a real working tool for many. The ever increasing number of e-mail addresses and network connections is carrying us towards the so called 'global village'. The future merger between personal digital assistant and personal communication will be fascinating. Multi & HyperMedia technology is, like a part of VR, a powerful way to share and transfer information in a structured form. We do not need to put things in a serial form removing links because we can transfer knowledge as is. Another interesting and fundamental aspect typical of VR applications is the capability to change cognitive processes from secondary (symbolic - reconstructive) to primary (perceptive - motory). In this way we can learn by direct experience, by experiment as opposed to reading books. All these things will affect not only ways of working but also ways of studying and teaching. Digital communications, multimedia and VR will help students, multimedia titles will provide different kinds of information directly at home using text, images, video clips and sounds. Obviously all those things will not substitute human relationship as a multimedia title does not compete against a book but it helps.

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

_id ddssup9604
id ddssup9604
authors Boelen, A.J.
year 1996
title Impact-Analysis of Urban Design Realtime impact-analysis models for urban designers
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary The past five years Prof Dr Jr T.M. de Jong, professor in environmental planning and sustainability at the Technical University of Delft, has developed a theoretical foundation for the analysis of urban design on the ecological, technical, economical, cultural and political impacts of morphologic interventions on different levels of scale. From september 1994 Jr AJ. Boelen (Urban Design Scientist and Knowledge Engineer) started a research project at the same university to further explore the possibilities of these theories and to develop impact evaluation models for urban design and development with the theoretical work of De Jong as a starting point. The paper discusses the development of a design and decision support system based on these theories. For the development of this system, techniques like object-orientation, genetic algorithms and knowledge engineering are used. The user interface, the relation between the real world, paper maps and virtual maps and the presentation of design-interventions and impacts caused by the interventions are important issues. The development-process is an interactive step by step process. It consists of the making of a prototype of the system, testing the theory and hypothe-sisses the system is based on, by applying tests end adjusting the theory and hypothesisses where needed. Eventually the system must be able to act as an integrator of many different models already developed or still to be developed. The structure of the system will allow easy future expansion and adjustment to changing insights. The logic used to develop the basic theory on which this system is founded makes it possible to even introduce and maintain rather subjective aspects like quality or appraisal as impacts that can be evaluated. In a previously developed system "Momentum" this was proved to work effectively for the national level. In this project we will - amongst other things - try to prove the effectiveness of impact-evaluation for other levels of scale.
series DDSS
email
last changed 2003/11/21 15:16

_id 0e58
authors Campbell, D.A. and Wells, M.
year 1994
title A Critique of Virtual Reality in the Architectural Design Process, R-94-3
source Human Interface Technology Laboratory, University of Washington, Seattle, USA, http://www.hitl.washington.edu/publications/r-94-3/: 23 May 2001
summary An addition to a building was designed using virtual reality (VR). The project was part of a design studio for graduate students of architecture. During the design process a detailed journal of activities was kept. In addition, the design implemented with VR was compared to designs implemented with more traditional methods. Both immersive and non-immersive VR simulations were attempted. Part of the rationale for exploring the use of VR in this manner was to develop insight into how VR techniques can be incorporated into the architectural design process, and to provide guidance for the implementers of future VR systems. This paper describes the role of VR in schematic design, through design development to presentation and evaluation. In addition, there are some comments on the effects of VR on detailed design. VR proved to be advantageous in several phases of the design. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided.
series other
email
last changed 2003/04/23 15:50

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 a4fe
authors Encarnacao, J. and Goebel, M., Rosenblum, M.
year 1994
title European Activities in Virtual Reality
source Computer Graphics and Applications, Vol. 14, No. 1, January 1994
summary We survey European activities in virtual reality, with an emphasis on selected efforts in architecture and sound, telepresence, scientific visualization, simulation, software design, and entertainment. This article surveys European activities and funding for VR with two caveats: First, nearly a year separates writing and publication. For most scientific fields, this publication delay for survey material would be minimal: for virtual reality, significant changes might have since occurred in some programs. We took advantage of the revision period to upgrade our information and the references as much as possible. Second, some long standing, significant European efforts go unmentioned as outside the scope of our short survey or as duplicates of others included. Despite the limitations, this sampling of Europe's leading efforts collectively gives an accurate snapshot of current European activity.
series journal paper
last changed 2003/04/23 15:14

_id a6fe
authors Gatermann, Harald
year 1994
title Using Hypermedia as a Teaching Tool in CAD Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.v6m
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, p. 211
summary CAD-programs belong to the most complex kinds of software - complex and difficult in using and especially in learning for architects and for students. Some years ago we already tried to find ways for making the first steps easier for students and more comfortable for teachers: Our first attempt was to reduce the number of commands from 150 to only 20 in the first lesson by cutting off many of the pull-down-menus (it was even the time before the cad-program, we use, was running under windows). We supported the reduced menus on the screen by handing out a template with all the needed commands for the first lesson. We had two positive results: the first was a reduction of beginners frustrations about too many new things, the second was a homogenisation among the students´ know how: the very eager ones were no longer able to test too many new things! In the second lesson the students got another twenty new commands and so on (they could start the program with a batch rib-1, rib-2 etc.). Our second attempt was the development of new dialogues due to our experience in teaching and in looking at the same points of difficulties every year.

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

_id aeeb
authors Grant, M. and Paterson, I.
year 1994
title Urban Modelling
doi https://doi.org/10.52842/conf.ecaade.1994.135
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. 135-139
summary This project was an investigation into the application of Urban Information Systems [UIS] based on 3-Dimensional computer models. The research centred on a collaboration between the Architecture and Buildings Aids Computer Unit, Strathclyde [ABACUS] and the Edinburgh Old Town Renewal Trust [EOTRT] to develop a detailed computer model of Edinburgh's old town. The area of particular interest is the development of an interface to a database of property related information. This provides a means of analysing the multi-layered and multi-dimensional spatial data which is characteristic of urban environments. The research also investigated how, by using multi media technology as a data integration tool , urban models could be used to improve decision making in the framework of urban management.

series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id c4ae
id c4ae
authors Knapp, Robert W. and McCall, Raymond
year 1996
title PHIDIAS II - In Support of Collaborative Design
doi https://doi.org/10.52842/conf.acadia.1996.147
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 147-154
summary The World Wide Web in combination with Java and Virtual Reality Modeling Language (VRML) create great opportunities for collaboration by distributed design teams. To take advantage of these opportunities, we have begun to create a version of the PHIDIAS hyperCAD system (McCall, Bennett and Johnson 1994) that will support communication and collaboration among designers over the Word Wide Web. PHIDIAS is an intelligent, hypermedia-based system for computer-aided design. Our strategy is to divide PHIDIAS into two parts: 1) a client-side user interface and 2) a server-side hyperCAD database engine. The client-side interface is being implemented using Java and VRML. Implementing the PHIDIAS front-end with Java enables program code distribution via the World Wide Web. VRML provides PHIDIAS with client-side computation and display of 3D graphics.
series ACADIA
last changed 2022/06/07 07:51

_id d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
doi https://doi.org/10.52842/conf.ecaade.1999.431
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
summary The work described here is aimed at contributing towards the debate and development relating to the construction of interfaces to explore buildings and their environs through virtual worlds. We describe a particular hardware and software configuration which is derived by the use of low cost games software to create the Virtual Environment. The Physical Interface responds to the work of other researchers, in this area, in particular Shaw (1994) and Vasquez de Velasco & Trigo (1997). Virtual Evironments might have the potential to be "a magical window into other worlds, from molecules to minds" (Rheingold, 1992), but what is the nature of that window? Currently it is often a translucent opening which gives a hazy and distorted (disembodied) view. And many versions of such openings are relatively expensive. We consider ways towards clearing the haze without too much expense, adapting techniques proposed by developers of low cost virtual reality systems (Hollands, 1995) for use in an architectural setting.
keywords Virtual Environments, Games Software
series eCAADe
email
last changed 2022/06/07 07:51

_id 26a5
authors Kokosalakis, Jen
year 1994
title Recent Developments Using ArchiCAD in Education: LJMU experience
doi https://doi.org/10.52842/conf.ecaade.1994.x.u2t
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, p. 224
summary The teaching forum : Based on the CAD Suite for Division of Arts & Professional Studies Emphasis here is on teaching of formal class groups, demos from the Mac with OHP interface display panel usually with DTP hand outs, programmed in with project themes. eg. Attributes of materials - rendering transparency, reflection & shadow casting features timed for the Clay and Glass Design project. CONS - More able students tend to be held up by the slower ones. Some students rush ahead using the hand outs and get out of sync with the rest.

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

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

_id a743
authors Laing, L. and Kraria, H.
year 1994
title CAD as an Interface for Integrated Collaborative Design
doi https://doi.org/10.52842/conf.ecaade.1994.x.w5h
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, p. 235
summary In the traditional approach to building design, the designer (usually the architect) produces a design (often quite detailed)in blueprint before handing this to the next member of the design team (engineer) to superimpose the structure, services etc. Often this proves so impractical that the initial proposal has to be referred back to the architect for revision, and the process repeated - and this cycle may be repeated many times. Such routines arise in building design because designers find collaboration among themselves difficult to control, the task of design integration ultimately falling upon the construction manager or the contractor. This is the most common cause of problems arising during the execution of the project on site, causing a delays in the construction process, and building failures which might only be detected after occupancy. As a test-bed for addressing this problem, a system of coordinated files is proposed for use by design-students (with a working knowledge of AutoCAD) during a design project. The aim is to related data (CAD information) across all students working on the same project but developing different aspects. Participating students will be drawn from a range of design specialisms. Each member accessing the same information while developing different aspects (e.g. structure, services, and cost modelling). This goes beyond the conventional use of 'XREF' (cross-referenced drawings) and involves each member accessing and working with the same dataset - e.g. using different layers, co-ordination is easier and the data better integrated - there is thereby a reduction of the amount of repetition as the need to redraw information is eliminated. References or an initial data-set is set up by the tutor and available for reference at any stage of design project. The technological aspects to support collaborative work (and in particular the interaction process in design) is the main thrust of the undergraduate degree in Building Design Engineering at the University of Strathclyde.

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

_id c7ce
authors Lentz, Uffe
year 1994
title Interface
doi https://doi.org/10.52842/conf.ecaade.1994.024
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. 24-28
summary Todays high tech products don't expose their content or way of peration by their form. Interface design is a new disciplin that deals with the problem of how to explain the operation and potential of an object to the user. The paper discusses interface design and argues that it will become an important extension of the architects traditional tasks.

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

_id a9f0
authors Lentz, Uffe
year 1994
title New Tools: New Architecture
doi https://doi.org/10.52842/conf.ecaade.1994.x.f7f
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, p. 217
summary Our young students have no strong bindings to the tools and methods of our profession. With their open-minded access to the media, they often try to do things, which are surprising and new. Things which would have been impossible to think of without a computer. They are inspired of apparently unknown design-options, which they find in CAD-tools, or they are exploring possibilities in 'strange' combinations of media, not unknown from Television-commercials and music-videos. This Blitz-session will show some students' projects in a very short while. The common thing is, that the students have broken rules, that the teacher never realised were rules, because of his (my) traditional education. One student uses a solid modelling -tool for inspiration, - another uses an auto-tracing tool to generate the concept - and a group of students used a combination of video, grabbing and 3D-modelling to generate new architecture.
series eCAADe
email
last changed 2022/06/07 07:50

_id 807e
authors Maver, Thomas W. and Petric, Jelena (Eds.)
year 1994
title The Virtual Studio [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.1994
source eCAADe Conference Proceedings / ISBN 0-9523687-0-6 / Glasgow (Scotland) 7-10 September 1994, 262 p.
summary ECAADE was established in 1982 with the intention, across Europe, of facilitating the adoption of the Information Technologies - particularly Computer Aided Architectural Design (CAAD) - within the system of architectural education. The Association, in the 12 years of its existence, has grown in its membership (now close to 350) and in its importance. The annual conferences (Delft 82, Brussels 83, Helsinki 84, Rotterdam 85, Rome 86, Zurich 87, Aarhus 89, Budapest 90, Munich 91, Barcelona 92 and Eindhoven 93) now number 12 and this volume records the 70 or so contributions to the Conference held in Glasgow over the period 7-10 September 1994.The proceedings are arranged according to a number of themes. Theories and Ideas, Teaching and Learning, Visualisation, Multi-Media, Virtual Reality, Virtual Design Studios, Functional Analysis, Design Support Systems and Surveys of Activity. The Conference featured 'long presentations'; and 'short presentations'; the length of these presentations is reflected in the two main sections of this text. To preserve the spirit of conference communication and ensure the rapid dissemination of ideas in a fast grown community of polyglot Europeans, no changes to the papers, which were submitted in Apple Mac and/or PC diskettes, have been imposed; you see them as they were submitted and as the authors intended.
series eCAADe
email
last changed 2022/06/07 07:49

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