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 481

_id ddssar9601
id ddssar9601
authors Achten, H.H., Bax, M.F.Th. and Oxman, R.M.
year 1996
title Generic Representations and the Generic Grid: Knowledge Interface, Organisation and Support of the (early) Design Process
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Computer Aided Design requires the implementation of architectural issues in order to support the architectural design process. These issues consist of elements, knowledge structures, and design processes that are typical for architectural design. The paper introduces two concepts that aim to define and model some of such architectural issues: building types and design processes. The first concept, the Generic grid, will be shown to structure the description of designs, provide a form-based hierarchical decomposition of design elements, and to provide conditions to accommodate concurrent design processes. The second concept, the Generic representation, models generic and typological knowledge of building types through the use of graphic representations with specific knowledge contents. The paper discusses both concepts and will show the potential of implementing Generic representations on the basis of the Generic grid in CAAD systems.
series DDSS
last changed 2003/11/21 15:15

_id b27f
authors Campbell, Dace A.
year 1996
title Design in virtual environments using architectural metaphor : a HIT lab gallery
source University of Washington
summary This thesis explores the application and limitations of architectural metaphor in the design of virtual environments. Architecture, whether physical or virtual, is the expression of a society realized as meaningful space. Physical and virtual architecture have their own constraints and context, yet both use architectural organization as a way to order forms and spaces in the environment. Both strive to create meaningful place by defining space, and both must allow the participant to develop a cognitive map to orient and navigate in the space. The lack of physics of time and space in the virtual realm requires special attention and expression of its architecture in order for the participant to cope with transitions. These issues are exemplified by the development of an on-line gallery of virtual environments. Conclusions reached by the development of this design are discussed in the context of orientation, navigation, transition, enclosure, and scale.
keywords Virtual Reality; Human-Computer Interaction
series thesis:MSc
email
more http://www.hitl.washington.edu/publications/campbell/
last changed 2003/02/12 22:37

_id c6dd
authors Fruchter, Renate
year 1996
title COMPUTER INTEGRATED ARCHITECTURE/ENGINEERING/CONSTRUCTION PROJECT-CENTERED LEARNING ENVIRONMENT
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 227-234
doi https://doi.org/10.52842/conf.acadia.1996.227
summary This paper describes an on-going effort, initiated at Stanford's Civil Engineering Department, to develop, implement, and test a new and innovative "Computer Integrated Architecture./Engineering/Construction" (A/E/C) course. The course takes a multi-site, cross- disciplinary, project-centered, team-oriented approach to teaching. The paper presents the motivation, methodology, computational infrastructure, and initial observations in the experimental A/E/C course. The course is sponsored by NSF Synthesis Coalition and is the result of the collaborative effort of faculty and researchers from Civil Engineering Department at Stanford University, and Architecture Department and Civil Engineering Department, at UC Berkeley. In this computer integrated A/EIC environment a new generation of architecture, engineering, construction students learns how to team up with other disciplines and the advantage of the emerging information technologies for collaborative work in order to design and build higher quality buildings faster.

series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id 6e6a
authors Gabova, Mariya
year 1996
title About Multivariant Designing of Buildings with a Flexible Planning Structure
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 95-97
summary During designing three-dimensional and spatial structure of the architectural object, computer program has a wide spectre of possibilities allowing to vary its parameters and create effective images for visual presentation. Besides the traditional ways of using the computer in order to perfect the architectural graphic ability during a compositional research, It is also very creative to develop new methods making the design process more effective in finding optimal solutions. The dynamics of social and economic relations in the contemporary society determined the flexibility and mobility of architectural object as a very important, especially for contemporary industrial architecture. The priority direction on this field is designing buildings with flexible planning spatial structure.
series plCAD
last changed 1999/04/09 15:30

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ddssar9612
id ddssar9612
authors Gorawara-Bhat, Rita
year 1996
title The physical context of social order
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The present ethnographic study of work settings in an established survey research center (Midwest Survey) is unique in that it combines both social organizational specifcs j4 interior physical context in contrast to previous studies that have focussed either on physical aspects or on the social dimensions of work settings. For more than four years the author observed the spatial adaptation by personnel of Midwest Survey. The dates under consideration roughly coincide with a move of Midwest Survey from an original facility to a new (and larger) set of offices. Anchored by seventy three open-ended interviews (constituing roughly 30% of the staff) the observations were carried on during and after the interviews. The synthesis of the ethnographic material revealed that physical settings act not only as a background for facilities, but they become a salient aspect of work life as indicators of status /role congruency and incongruency. Physical settings, therefore, are proposed as "extension" attributes of role structure. In doing so, Nadel's conceptualization of role structure as comprising pivotal arid peripheral attributes (1957) is amplified to include the physical setting as an "extension" attribute. Theoretical and practical implications of the study are suggested.
series DDSS
last changed 2003/08/07 16:36

_id ddssup9608
id ddssup9608
authors Gupta, M.K., Groves M. and Moran, J.D.
year 1996
title An EMIC approach to design: Methodology for creating supportive environments for young children
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 responsibility of the designer is to understand the unique perspective of the users, in order to create functional and efficient environments. The task of creating supportive environments often becomes more difficult when there is discrepancy between the perspective of the designer and that of the user, which is the case when designing spaces for children. The interaction of children with their environment has been identified as the basis of their development Most of the previous research has focused on the perspectives that adults have of spaces for children (etic), rather than an understanding of the child's view as the primary user of the playspace (emic). Children's perceptions are influenced by their physical and cognitive perspectives thus posing a unique challenge for designers. The objective of this study was to learn about the perception and perspective of four-and five-year-olds of their favorite playspaces. The children needed to identify their favorite spaces and also be able to verbalize the activities and meanings associated with these spaces. To avoid adult bias at the onset, the idea of utilizing a Polaroid Captiva camera was formulated, facilitating an extremely short latency period between the child taking the pictures and the opportunity to talk about their favorite playspace. The process was extremely successful, and provides first hand insight into children's perception of their built environment Photographs taken by the young children include many spaces not designed for play. The emerging themes are a source of invaluable information for designers and planners for making informed design decisions and for creating supportive environments.
series DDSS
email
last changed 2003/08/07 16:36

_id ddssar9617
id ddssar9617
authors Jabi, Wassim M.
year 1996
title Domain-Specific Tools for Collaboration in Architectural Design
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary By using a semantically significant and parsimonious representation of collaborative work in architecture an approach is demonstrated that allows the construction of a computer environment that can support collaborative design among geographically dispersed participants. A principal characteristic of this approach is a shift away from a focus on multi-user access to shared databases towards a shared protocol of interaction that is independent of implementation and storage schemes. To arrive at the components of this protocol an analysis of the nature of collaborative design was conducted in order to derive its syntactic and semantic structures. This paper will detail the argument put forth and demonstrate a possible solution through a discussion of the elements of a protocol of interaction and a brief description of a prototype Synchronous Collaborative Design Environment (SYCODE) that was implemented on two heterogeneous computer systems at distant sites.
series DDSS
last changed 2003/08/07 16:36

_id fabd
authors Jabi, Wassim
year 1996
title Domain-Specific Tools for Collaboration in Architectural Design
source Proceedings of the Third International Conference on Design and Decision Support Systems in Architecture and Urban Planning. Spa, Belgium: Technical University of Eindhoven, 1996, pp. 248-259
summary By using a semantically significant and parsimonious representation of collaborative work in architecture an approach is demonstrated that allows the construction of a computer environment that can support collaborative design among geographically dispersed participants. A principal characteristic of this approach is a shift away from a focus on multi-user access to shared databases towards a shared protocol of interaction that is independent of implementation and storage schemes. To arrive at the components of this protocol an analysis of the nature of collaborative design was conducted in order to derive its syntactic and semantic structures. This paper will detail the argument put forth and demonstrate a possible solution through a discussion of the elements of a protocol of interaction and a brief description of a prototype Synchronous Collaborative Design Environment (SYCODE) that was implemented on two heterogeneous computer systems at distant sites.
keywords Computer Supported Collaborative Design
series other
email
last changed 2002/03/05 19:54

_id 2619
authors Otero, E.
year 1996
title EVALUATION OF THE OSLD HOUSING SYSTEM
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary In the production of low-income housing, one of the factors that most affects the low cost of each unit is its mass production. When it comes to building a proposed design it must have been sufficiently studied and evaluated. When designing low-income housing it is convenient to exhaust all the possibilities of simulation in order to produce a prototype that, once built, has reduced the risk of errors. Simulations allow to improve the prototype before proceeding to build it. The Real Scale Model (RSM) has proved to be a better simulation tool than computer generated models or 1:10 scale models. It allows to reproduce and evaluate perceptual experiences as well as being user friendly because most of the spatial variables can be represented. This research is another example of the use and effectiveness of the RSM in the field of design and architectural research.

A Real Scale Model of the basic unit was built by the students of the course Spatial Design Ability dictated by the LEE. The model was first evaluated empty and then a furnishing solution was proposed, built and evaluated. These evaluations were done by another group of students of the Faculty of Architecture and Planning using the Psychological Impressions Measuring Test (IMIP) developed by Luis La Scalea (1991). This test was designed to measure people’s psychological impressions produced by a space, and consists of a semantic differential structured by eleven pairs of opposing adjectives set on a scale of seven levels. The results of this first evaluation were analysed used to modify the prototype which was evaluated again in order to produce a final layout.

keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:41

_id 6d9c
authors Saad, Milad and Maher, Mary Lou
year 1996
title Shared understanding in computer-supported collaborative design
source Computer-Aided Design, Vol. 28 (3) (1996) pp. 183-192
summary We propose that computer-support for collaborative design requires a shared understanding of the design artifact among a design team. The development and support for this shared understanding builds on currentdevelopments and research in AI, CAD, CSCW and computational models of design. The shared understanding should be an explicit representation in order to be effectively shared. The explicit representation shouldcomprise both a visual representation and a semantic model. In this paper we present an architecture for computer-supported collaborative design that distinguishes between a shared visual representation and a sharedunderlying representation. The development of the underlying representation combines graphical and semantic objects than can be abstracted and aggregated as a tangled hierarchy.
keywords Computer-Supported Collaborative Design, Design Semantics, Multimedia
series journal paper
last changed 2003/05/15 21:33

_id 4710
authors Senyapili, Burcu
year 1996
title THE TRUE MODEL CONCEPT IN COMPUTER GENERATED SIMULATIONS
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Each design product depends on a design model originated in the designer's mind. From initial design decisions even to the final product, each design step is a representation of this design model. Designers create and communicate using the design models in their minds. They solve design problems by recreating and transforming the design model and utilize various means to display the final form of the model. One of these means, the traditional paper-based media of design representation (drawings, mockup models) alienate the representation from the design model, largely due to the lack of the display of the 4th dimension. Architecture is essentially a four-dimensional issue, incorporating the life of the edifice and the dynamic perception of the space by people. However, computer generated simulations (walkthrough, flythrough, virtual reality applications) of architectural design give us the chance to represent the design model in 4D, which is not possible in the traditional media. Thus, they introduce a potential field of use and study in architectural design.

Most of the studies done for the effective use of this potential of computer aid in architectural design assert that the way architects design without the computer is not "familiar" to the way architects are led to design with the computer. In other words, they complain that the architectural design software does not work in the same way as the architects think and design the models in their brains. Within the above framework, this study initially discusses architectural design as a modeling process and defines computer generated simulations (walkthrough, flythrough, virtual reality) as models. Based on this discussion, the "familiarity" of architectural design and computer aided design is displayed. And then, it is asserted that the issue of familiarity should be discussed not from the point of the modeling procedure, but from the "trueness" of the model displayed.

Therefore, it is relevant to ask to what extent should the simulation simulate the design model. The simulation, actually, simulates not what is real, but what is unreal. In other words, the simulation tells lies in order to display the truth. Consequently, the study proposes measures as to how true a simulation model should be in order to represent the design model best.

keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:45

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7b7e
id 7b7e
authors Stahl, Benedikt
year 1996
title EXPERIMENTAL SPATIAL STRUCTURES
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary To speak about Experimental Spatial Structures at first means to find the right definition. Therefore we have to find definitions for three different subjects experiment, space and structure. Experiment - that means to perform scientific experiments. The attempt, the test, the simulation, the model. To do experimental work, that means to take measurements, to count, to compare, to try analyzing, to find out differences between substances. In our case, the experimental character of our work is impressed on working by using different methods to show the basic idea of our theme. To act and to use the full-scale-models with your body. Space - that means architectural space which is defined through architectural spatial elements: wall, ceiling, floor, corner, staircase, way, opening, border, edge and so on. So to speak the substances we need to do our experiments. Structure - means order. The contemplation and the comparison of different spatial structures allows the division of different basic subjects like: euclidian structures or physical structures or the depth of space and so on. To analyze or to design architectural space by using spatial structures as one possibility to do architectural work. As a summary: the experiment or the attempt to show architectural, spatial structures. Space and spatial structures are not only impressed by forms but also and as a main thing by action and moving in space. The role of full-scale modeling, of experimental work related to “reality” in architecture is to simulate basic situations which are not dependent on ideas how they are developed in particular. We try to give some instructions or impressions of elementary architectural structures which can be used as instruments to design space of life.
keywords Model Simulation, Real Environments
series other
type normal paper
last changed 2007/07/26 07:34

_id ddssar9632
id ddssar9632
authors Sun M. and Lockley S.R.
year 1996
title A STEP Towards a Computer based Integrated Building Design System
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Building design is a multi-actor and multi-task process. In a design project architects, engineers and other specialists need to exchange information in order to produce a coherent design. These design participants often have different views of the design from their own perspectives. The aim of an integrated building design system is to develop a building data model that integrates all views so that building information can be exchanged in electronic form between the designers and also throughout various design stages. This paper introduces an integrated building design system developed as part of the European project, Computer Models for the Building Industry in Europe. It concentrates on the development of the Data Exchange System which is a central data repository implemented using an object oriented database and ISO STEP technology and it is able to support concurrent engineering, versioning, history tracing and other data transaction management
series DDSS
last changed 2003/08/07 16:36

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_id ddssup9622
id ddssup9622
authors Witlox, F.J.A., Arentze, T.A. and Timmermans, H.J.P.
year 1996
title Constructing and consulting fuzzy decision tables
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 In this paper, we investigate a methodological issue associated with the use of decision tables (DTs). In particular, a predominant problem concerns the categorization of the condition and action states in a DT. This categorization is assumed to exhibit a discrete (or crisp) character. Although sharply defined discrete categorizations imply an. accurate and precise decision-making, in many real time problems it proves to be a too stringent and severe assumption to impose on the choice maker. In order to solve this problem, we will enhance the DT formalism to incorporate elements from the theory of fuzzy sets. The construction of a fuzzy decision table (FDT) is explained in a step-by-step manner and illustrated by means of a brief example in the field of location theory. The paper concludes with an assessment of how to use and consult a FDT.
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 63e6
authors Af Klercker, Jonas
year 1996
title Visualisation for Clients - One Example of Educating CAAD for Practice
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 17-24
doi https://doi.org/10.52842/conf.ecaade.1996.017
summary During the spring term 1996, 13 students of the 3rd and 4th year at the School of Architecture at Lund University had the opportunity to make a one semester CAAD project. 11 students chose the individual exercise to use computer media for developing a small architectural design in interaction with a client. The focus was set more on visualization and the process of communicating ideas, feelings and practical solutions between architect and client and visa versa rather than concentrated on the final product.

This paper describes the process of the project and the reflections of the participants. It will discuss problems from the teachers point of view.

series eCAADe
email
more http://www.caad.lth.se/ECAADE/
last changed 2022/06/07 07:54

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