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 caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
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
doi https://doi.org/10.52842/conf.caadria.2004.005
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 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
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
doi https://doi.org/10.52842/conf.ecaade.1994.x.f3n
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 ddss9486
id ddss9486
authors Smeltzer, Geert
year 1994
title The Application of Virtual Reality Systems in Architectural Design Processes
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper describes the application of virtual reality systems in architectural design processes. It is based upon research on virtual reality technology to develop a more natural interface between men and design systems. It is also based upon the development of an integrated laboratory set-up for an immersive and a desk-top virtual reality system. This set-up should offer possibilities to manipulate 3D design models and to simulate the lighting situation in real time. Finally it is based upon an application of virtual reality technology for a design presentation. The research problem was determined by the question in which way the design process changes under the influence of technology. Other research questions, autonomous as possible, were how natural an interface can be using sensors, how a design model can be using real world features and how a representation can be as realistic as possible, using lighting simulations. The development problem was determined by the fact that the laboratory set-up had to be developed in co-operation with a hardware and a software vendor. This led to the development of two set-ups: one immersive virtual reality system and one desk top system. Another problem for the development of the set-up was that the project had to result in the presentation and demonstration of virtual reality technol-ogy that was not yet generally available to a larger group of organisations or enterprises. The first case study involved the development of a virtual reality presentation of a housing project in the Netherlands. The presentation was meant for people who were interested in the houses and was announced as a virtual open house. A potential buyer could walk through the model and move furniture around. The problem addressed concerned the relationship between the level of detail of the model, the speed of representation and the ease of interface system's. The second case study concerned the use of a virtual reality interface, model and representation for the evaluation of visibility and safety aspects of another housing project. At first this application was meant for the designers and their client. Based upon their evaluation of the design, several design improvements were made. Afterwards, this application was used for internal demonstrations. The application for the evaluation and the demonstrations were developed for an immersive virtual reality system and for a desk top system. The problem addressed was first of all a design problem and secondly a technical problem. This technical problem was related to the difference between the two virtual reality systems in terms of consequences for those applications. In the near future the research project, called the Asterisk project, will also examine and develop the possibilities of the simultaneous use of the system by more than one user, possibly on different locations. This means a development from single user single site to a multi user, a multiple site virtual reality systems. This project will also evaluate the feasibility of the application of virtual reality technology during an architectural design process. This research project will be followed by the development of a prototype of a virtual architecture system demonstrations of this system and an introduction to the market.
series DDSS
email
last changed 2003/08/07 16:36

_id 0465
authors Szövényi-Lux, Miklós
year 1994
title Virtual Future!?
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. 215
doi https://doi.org/10.52842/conf.ecaade.1994.x.o0h
summary Architecture was born long, long ago with the help of those people who first realised that they are not only building houses but, what is more important, thrilling and has been the focus of many debates, creating space. In the beginning man created space by adding and combining different volumes of masses. They thought that space can be perceived as determined by different points of orientation placed around us. Later people started to realise that perception of space is a little bit more sophisticated. Perhaps everybody has smiled at a baby who standing up for the first time in his life in his playpen, extending his hands towards objects on the nearby table physically unreachable for him. If he was an adult, people would think perhaps something is wrong with him, when he extends his hands towards things we surely know are impossible to reach from his actual position. So how come we can judge with exactitude the place of different objects in space? Maybe by the time needed for the movement to get there. Let us not forget that the baby's first real movement is when he starts to walk and then he starts to get the feeling of this three dimensional world, around which can be only realised simultaneously in space and time. Anyone can say that this is an interesting theory, but who cares? It is said that most of the architects, who are real designers have a keen sense of creating and perceiving space. They are far more interested in the perfection of the created space with all its details than anything else. And here is where a CAD program can come into the picture. Talking about a real CAD program that means from the point of view of a designer, a silent friend who never cheats or boasts, who takes him in SPACE wherever he wants to go and shows him his CREATION as an extending arm between his imagination and the reality.
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 ddss9428
id ddss9428
authors Erturk, Scvinc and Erturk, Zafer
year 1994
title Historical Background of the Visual Simulation Models in Architectural Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary It is well known that every sort of visualization model has its own capacity to represent the reality and designers' concepts of space. To the authors' knowledge, there are very few attempts to measure and compare their relative potential power of presentation. Given this lack of academic studies, it would be necessary to give a historical background on the use of visual models. Basically those tools could be divided into two main types : traditional visula techniques such as drawings , scale models and most advance technological tools ranging from basic slidesand films to recentlydeveloped techniquessuch as relatoscope, and computer aided simulation models. This paper covers the historical background of visual models .
series DDSS
last changed 2003/08/07 16:36

_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 db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 2775
authors Fuchs, Wladyslaw and Wrona, Stefan K.
year 1994
title Looking for the Best Place for Computer Models in Architectural Education
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. 43-46
doi https://doi.org/10.52842/conf.ecaade.1994.043
summary In the past, many Schools of Architecture were mastering skill of preparing hand made models and hand drawings as a main technique in design education (e.g. Warsaw School of Architecture). Introduction of CAAD to teaching process brings a new modelling techniques and a new possibilities. The role of computer models in architectural education is very promissing and still not fully recognized. Development of modelling techniques and communication media is much quicker than development of design studio concepts. Many concepts and experiments in this field had place in architectural schools all over the word. A new concept of design studio based on computer modelling techniques as a communication media is the subject of interest of the Warsaw School of Architecture. The virtuality versus reality in teaching concepts is one of the most important issues in our traditional, professionaly oriented school.
series eCAADe
email
last changed 2022/06/07 07:50

_id cc19
authors Glennie, William L.
year 1994
title Europe '94 - A Visitor's Report on the State of CAAD in Education
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. 262
doi https://doi.org/10.52842/conf.ecaade.1994.x.s5h
summary During May, June and July of this year, I had the pleasure of visiting twelve institutions across Europe where computers are being used in the teaching of Architecture. There are as many different approaches to the incorporation of computers in the curriculum as there are places, and they all have some degree of success. My greatest surprise was the large size of these Schools, even in relatively small countries. Dealing with a huge number of students makes any kind of mandatory computer instruction almost impossible. In spite of all difficulties, enthusiasm and willingness to work directly with students was the single most important characteristic in the faculty and staff who are having the greatest success. Support staff dedicated to the maintenance of equipment and software were provided at most of the institutions. For those who do not have this benefit it is critical to relieve the teaching and research faculty of the need for these time-consuming tasks. Formal research activities are not essential to effective education. The process of setting up such efforts is again a distraction from the more important job of teaching. If research projects grow naturally out of the curriculum, they may be pursued without impeding instruction. Most serious of all, there is a substantial lack of communication and cooperation among these schools, and by implication, among all of the other schools in Europe. The mechanism of annual conferences held by ECAADE is insufficient to exchange information and interests. There were several occasions when I mentioned work that was being carried out at one place that would match very nicely with efforts at another. However, it is clearly impossible for any one school to spearhead this kind of collection and coordination of activities. The only appropriate organisation for this kind of exchange would be a centralised service initiated and maintained by the European Community. It is very important that such a body does not attempt to limit or direct the work of individual schools, rather simply serves as a clearinghouse through which the various groups can benefit from each other's work, to the mutual benefit of all.
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss9442
id ddss9442
authors Hensen, Jan
year 1994
title Energy Related Design Decisions Deserve Simulation Approach
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Building energy consumption and indoor climate result from complex dynamic thermal interactions between outdoor environment, building structure, heating, ventilating and air-conditioning (HVAC) system and occupants. Apart from a few trivial relations, this reality is too complicated to be casted in simple expressions, rules or graphs. As shown in a previous paper, there are now tools available - in the form of computer simulation systems - which treat the building and plant as an integrated, dynamic system. It is argued that these can and should be used in the context of design decision support and design evaluation related to thermal energy. The paper will give ageneral overview of building energy design tools which range from simplified design tools (SDT's) to comprehensive modelling and simulation systems. It will be demonstrated why SDT's are very limited in scope and range of applicability. With respect to building energy simulation the paper will compare simplified models with comprehensive models in terms of ressource needs, applicability etc. In view of the risk involved when using SDT´s or simplified models, the paper strongly promotes the use of comprehensive tools in combination with emerging intelligent front ends. The message ofthe paper will be: let the machine do the work.
series DDSS
email
last changed 2003/08/07 16:36

_id 0726
authors Kadysz, Andrzej
year 1994
title CAD the Tool
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. 212
doi https://doi.org/10.52842/conf.ecaade.1994.x.k7r
summary What is the role of CAAD as a tool of architectural form creation ? We used to over-estimate the role of computer as significant factor of design process. In fact it serves only to produce technical documentation and to visualise designed buildings. We usually use CAAD to record ideas, not to create designs. We use it like more complex pencil. But it is unsuitable for conceptual design , with imperceptible influence on idea definition. Its practical usefulnes is limited. I would like to consider and find out reasons of that state, present some conclusions and ideas on computer aided architectural form creation. Many tools were invented to extend posibilities of human body or intellect. Microscop and telescop are extensions of human eye. Which organ is extended by computer (especially by CAAD)? CAAD with high developed function of visualising of the object beeing designed seems to be an extension of architect's imagination. It is beeing used to foresee visual efects, to check designed forms, to see something what we are not able to imagine. It performes the role of electronic modeler. Real model and virtual model - the medium of presentation is diferent but ways of using them are similar . Dislocation of place where we build model is not a big achievement, but potential possbilities of CAAD in modeling are almost unlimited (?). What are special features of CAAD as a modeling tool? First we have to consider what is indispensible when building a model: to embody idea. To do this we need space, substance and tools. In architectural design practice space is a real site with definite climate, neigbourhood, orientation. Substance that we shape is an archiectural form composed of many difrent elements: walls, windows, roof, entry, ... , proportions, rhythm, emotions, impresions... The tool is: our knowledge, imagination, talent, experience, norms, law and drawing equipment. Working with the computer, making virtual model, we have many of mentioned elements given in structure of CAAD program and interpreted by it. But many of them have different character. Making traditional dummy of building we operate on reality which is manually accessible. In case of computer model we operate on information. Space, substance and tool (- program) are informations, data. Human being is not an abstract data processor, but creature that lives non stop in close, direct, sensual contact with nature. By this contact with enviroment collects experiences. Computer can operate on digital data that is optionally selected and given by user, independent upon enviromental conditions. Usually architecture was created on basis of enviroment, climate, gravity. But these do not exist in CAAD programs or exist in the symbolic form. Character of these conditions is not obvious. We can watch demeanour of objects in gravity but it can be also antigravity. In theory of systems everything is considered as a part of biger system. In "virtual" reality (in computer space) we deal with accurences which are reduced to abstract level, free upon terms or connections. We work with our CAAD software using geometric space whithout any other principle.

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

_id a9f0
authors Lentz, Uffe
year 1994
title New Tools: New Architecture
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
doi https://doi.org/10.52842/conf.ecaade.1994.x.f7f
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 e5d0
authors Lowe, John P.
year 1994
title Computer-Aided-Design in the Studio Setting: A Paradigm Shift in Architectural Education
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. 230
doi https://doi.org/10.52842/conf.ecaade.1994.x.g6j
summary The introduction of the personal computer in 1982 set forth a revolution that will continue to transform the profession of Architecture. Most architectural practices in America have embraced this revolution realizing the potentials of the computer. However, education seems to have been slower accepting the potentials and challenges of computers. Computer technology will change the design studio setting and therefore the fundamental way architects are educated. The Department of Architecture at Kansas State University has made a commitment to move toward a computer based design studio. In the fall of 1990, discussions began among the faculty to search for the placement of a computer studio within the five year program. Curriculum, staffing, and funding were issues that had to be overcome to make this commitment work. The strategy that was adopted involved placing the computer studio at the fourth year level in phase one. Phase two will progress as more staff are trained on the computer and course work was adapted to accommodate other year levels for a computer based design studios. Funding was a major obstacle. The decision was made to move from a position of being the primary suppliers of computing technology to one of support for student purchased computers. This strategy alleviated the department from maintaining and upgrading the technology. There was great enthusiasm and support from the faculty as a whole for the use of computers in the studio setting. However, the pedagogical impacts of such a change are just beginning to be realized.

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

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