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 478

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id sigradi2023_108
id sigradi2023_108
authors Passos, Aderson, Jorge, Luna, Cavalcante, Ana, Sampaio, Hugo, Moreira, Eugenio and Cardoso, Daniel
year 2023
title Urban Morphology and Solar Incidence in Public Spaces - an Exploratory Correlation Analysis Through a CIM System
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1655–1666
summary The walkability of open spaces has been highlighted in current discussions about the production of designed environments in urban contexts (Matan, 2011). To contribute to this theme, this work selects the environmental comfort of open spaces as its element of study. The production of urban space was investigated, specifically in regard to urban morphology, understanding that city design directly influences environmental comfort (Jacobs, 1996). This work addresses the geographic context of low latitudes, specifically in hot and humid climate zones of Brazil, and, in this context, according to NBR 15220 (national performance standards), shading is one of the main comfort strategies, so solar incidence was the approached environmental phenomenon. Thus, this work presents a digital system that performs exploratory analysis on the correlations between urban form indicators and environmental performance indicators, specifically solar incidence. The method consists of three steps: urban form modeling (1), indicator measurement (2) and correlation analysis (3). In the first stage, different spatial sections of a city in Brazil were represented in the digital environment (1). This work’s implementation instrument is based on a City Information Modeling framework (Beirao et al., 2012). Visual Programming Interface (VPI) and Geographic Information Systems (GIS) tools were used, in addition to a Relational Database Management System (RDBMS). Then, for each urban clipping, the values of morphological indicators and the incidence of solar radiation were measured (2). Based on the values of the indicators, an exploration of their correlation was carried out by statistical methods (3). The results of the correlation analysis and their correspondent scatter plots are presented. Finally, possible applications of the results for the creation of prescriptive urban planning systems are discussed, seeking to promote a sustainable urban environment.
keywords Urban planning, Environmental comfort, Walkability, Urban morphology, Statistical methods.
series SIGraDi
email
last changed 2024/03/08 14:09

_id 8ee5
authors Koutamanis, A., Mitossi, V.
year 1996
title SIMULATION FOR ANALYSIS: REQUIREMENTS FROM ARCHITECTURAL DESIGN
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Computerization has been a positive factor in the evolution of both kinds of analysis with respect to cost, availability and efficiency. Knowledge-based systems offer an appropriate implementation environment for normative analysis which can be more reliable and economical than evaluation by human experts. Perhaps more significant is the potential of interactive computer simulation where designs can be examined intuitively in full detail and at the same time by quantitative models. The advantages of this coupling are evident in the achievements of scientific visualization. Another advantage of computational systems is that the analysis can be linked to the design representation, thereby adding feedback to the conventional visualization of designs in drawing and modeling systems. Such connections are essential for the development of design guidance systems capable of reflecting consequences of partial inadequacies or changes to other aspects in a transparent and meaningful network of design constraints.

The possibilities of computer simulation also extend to issues inadequately covered by normative analysis and in particular to dynamic aspects of design such as human movement and circulation. The paper reports on a framework for addressing two related problems, (a) the simulation of fire escape from buildings and (b) the simulation of human movement on stairs. In both cases we propose that current evaluation techniques and the underlying design norms are too abstract to offer a measure of design success, as testified by the number of fatal accidents in fires and on stairs. In addition, fire escape and stair climbing are characterized by great variability with respect to both the form of the possible designs and the profiles of potential users. This suggests that testing prototypical forms by typical users and publishing the results as new, improved norms is not a realistic proposition for ensuring a global solution. Instead, we should test every design individually, within its own context. The development of an affordable, readily available system for the analysis and evaluation of aspects such as fire escape and stair safety can be based on the combination of the technologies of virtual reality and motion capture. Testing of a design by a number of test people in an immersion space provides not only intuitive evaluations by actual users but also quantitative data on the cognitive and proprioceptive behaviour of the test people. These data can be compiled into profiles of virtual humans for further testing of the same or related designs.

keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id 3905
authors Duffy, T.M. and Cunningham, D.J.
year 1996
title Constructivism: Implications for the design and delivery of instruction
source D.H. Jonassen, (Ed) Handbook of research for educational communications and technology, N.Y; Macmillan Library reference USA
summary This will be a seminar that examines Constructivist theory as it applies to our thinking about instruction. Many folks think of constructivism as a method of instruction -- it is not. It is a framework for thinking about learning or what it means to come to know. As such, it is a framework for understanding (interpreting) any learning environment as well as a framework for designing instruction. The seminar will be organized around weekly readings. We will examine the alternative constructivist theories, e.g., socio-cultural constructivism and cognitive constructivism, and the pragmatism of Richard Rorty. However, rather than focusing on the differences between these frameworks, our emphasis will be on the implications of the broader, common framework for the design of instruction. Hence we will spend most of the semester discussing strategies for designing and delivering instruction, e.g., the work of Bransford, Collins, Pea, Jonassen, Spiro, Fosnot, Senge, and Schank. We will consider both business and schooling environments for learning -- there is significant work in both domains. There will be particular emphasis of the use of technology in instruction. We will look at the communication, information, and context providing roles of technology as contrasted to the traditional approach of using technology to deliver instruction (to teach). We will also pay particular attention to problem based learning as one instructional model. In PBL there is particular emphasis on the role of the facilitator as a learning coach (process orientation) as opposed to a content provider. There is also a particular emphasis on supporting the development of abductive reasoning skills so that the learner develops the ability to be an effective problem solver in the content domain. The major paper/project for the course will be the design of instruction to train individuals to be learning coaches in a problem based learning or goal based scenario learning environment. That is, how do you support teachers in adapting the role of learning coach (which, of course, requires us to understand what it means to be a learning coach). Design teams will be formed with the teams all working on this same design problem. A comprehensive prototype of the learning environment is required as well as a paper provide the theoretical framework and rationale for the design strategy. While not required, I would expect that computer technology will play a significant role in the design of your learning environment. With that in mind, let me note that it is not required that the prototype be delivered on the computer, i.e., I am not requiring programming skills but rather design skills and so "storyboards" is all that is required.
series other
last changed 2003/04/23 15:14

_id eb87
authors Bhavnani, S.K.
year 1996
title How Architects Draw with Computers: A Cognitive Analysis of Real-World CAD Interactions
source Carnegie Mellon University, School of Architecture and School of Computer Science
summary New media throughout history have passed through a period of transition during which users and technologists took many years to understand and exploit the medium's potential. CAD appears to be passing through a similar period of transition; despite huge investments by vendors and users, CAD productivity remains difficult to achieve. To investigate if history can provide any insights into this problem, this thesis begins with an examination of well-known examples from history. The analysis revealed that, over time, users had developed efficient strategies which were based on powers and limitations of tools; delegation strategies exploited powers provided by tools, and circumvention strategies attempted to overcome their limitations. These insights on efficient strategies were used to investigate the CAD productivity problem based on four research questions:

1. How do architects currently use CAD systems to produce drawings?

2. What are the effects of current CAD usage on product and performance?

3. What are the possible causes of current CAD usage?

4. What are the capabilities of the CAD medium and how can they be used efficiently?

The above four questions were addressed through the qualitative, quantitative, and cognitive analysis of data collected during an ethnographic study of architects working in their natural environment. The qualitative and quantitative analysis revealed that users missed many opportunities to use strategies that delegated iteration to the computer. The cognitive analysis revealed that missed opportunities to use such delegation strategies caused an increase in execution time, and an increase in errors many of which went undetected leading to the production of inaccurate drawings. These analyses pointed to plausible cognitive and contextual explanations for the inefficient use of CAD systems, and to a framework to identify and teach efficient CAD strategies. The above results were found to be neither unique to the CAD domain, nor to the office where the data were collected. The generality of these results motivated the identification of seven claims towards a general theory to explain and identify efficient strategies for a wide range of devices. This thesis contributes to the field of architecture by providing a detailed analysis of real-world CAD usage, and an approach to improve the performance of CAD users. The thesis also contributes to the field of human-computer interaction by demonstrating the generality of these results and by laying the framework for a general theory of efficient strategies which could be used to improve the performance of users of current and future computer applications.

series thesis:PhD
email
last changed 2003/04/15 13:36

_id 70b1
authors Emdanat, S.S., Vakalo, E.0. and Malkawi, A.M.
year 1996
title A Conceptual Framework for Integrating Morphological and Thermal Analysis in the Generation of Orthogonal Architectural Designs
source Proceedings of the 84th ACSA Meeting; Boston, pp. 117-131
summary Digital networks are gaining importance as environments for learning and creative collaboration. Technical achievements, software enhancements, and a growing number of applicable principles make it possible to compile complex environments that satisfy many aspects necessary for creative collaboration. This paper focuses on three issues: the architecture of collaborative environments, communication in these environments and the processes inherent to creative collaboration. The information architecture of digital environments looks different from physical architecture, mainly because the material that it is made out of is information and not stone, wood or metal and the goal is to provide appropriate paths and views to information. Nonetheless, many analogies can be drawn between information architecture and physical architecture, including the need for useability, aesthetics, and consistency. To communicate is important for creative collaboration. Digital networks request and enable new strategies for communicating. Regarding the collaborative creative process we have been able to detect principles and features that enhance this process, but there are still many unanswered questions. For example, the environment can enable and improve the frequency of surprise and coincidence, two factors that often play decisive roles in the creative processes but cannot be planned for in advance. Freedom and transparency within the environment are other important factors that foster creative collaboration. The following findings are based on numerous courses, which we have taught using networked environments and some associated, research projects that helped to verify their applicability for architectural practice.
series other
last changed 2003/04/23 15:50

_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 6598
authors Goldman, Glenn
year 1996
title Reconstructions, Remakes and Sequels: Architecture and Motion Pictures
doi https://doi.org/10.52842/conf.acadia.1996.011
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 11-21
summary Motion pictures can illustrate worlds that have never been. They may show fantastic depictions of the future or an interpretation of the past. In either case, they have the power to reach millions of people across cultures, generations, and educational backgrounds with visions of our environment that do not exist in our everyday world.

The study of imaginary worlds in this design studio case study is limited to motion pictures that postulate unique, or new environments rather than those films that faithfully attempt to document or reconstruct reality. In this sense, the movies used for study have a lineage traceable to Georges Melies "who came to film from illusionism and the "heater," rather than to the reality of the Lumiere brothers who came from photography which ultimately would lead to "cinema-verite."

Discussions, assignments and presentations in the studio are organized to provide students with an opportunity to gain a different awareness of architecture and use varying stimuli as source material for design. The study of architectural history, art, formal principles of design, visual perception, and media are required in order to complete the reconstructions and creations of proposed environments.

All student work throughout the entire semester is created with electronic media and the computer is used as an integral component of the studio enabling analysis and study, design, model creation, and animation. The available capabilities of computer graphics in the studio enables students to explore analytic and synthetic issues of design in motion pictures in a manner not readily available when restricted to traditional media. Through the use of digital media we have an opportunity to better understand the imaginary worlds for what they communicate and the ideas they contain, and therefore create an opportunity to modify our own concept of architecture.

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

_id ddssar9622
id ddssar9622
authors Macmillan, Andrew andMezughi, Mustafa M.
year 1996
title The integral role of conventional sketching in conceptualisation
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 Architectural Design Studies is an expanding research area, which recently has experienced dramatic shifts in approach. The successful application of computing to architectural practice has created pressure leading to a rediscovery of Architectural Drawing. The thrust of recent design studies is toward the early stages of the design process, where the modes of conception, human perceptual, and cognitive systems are the focus. In this paper we endeavour to examine the integral role of sketching in conceptualisation. A modelling technique relating to both the design and the graphic process 'sheds light' on the interaction between thought and drawing. Data from a protocol analysis is tested within the framework of the proposed model.
series DDSS
last changed 2003/08/07 16:36

_id 2e5a
authors Matsumoto, N. and Seta, S.
year 1997
title A history and application of visual simulation in which perceptual behaviour movement is measured.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary For our research on perception and judgment, we have developed a new visual simulation system based on the previous system. Here, we report on the development history of our system and on the current research employing it. In 1975, the first visual simulation system was introduced, witch comprised a fiberscope and small-scale models. By manipulating the fiberscope's handles, the subject was able to view the models at eye level. When the pen-size CCD TV camera came out, we immediately embraced it, incorporating it into a computer controlled visual simulation system in 1988. It comprises four elements: operation input, drive control, model shooting, and presentation. This system was easy to operate, and the subject gained an omnidirectional, eye-level image as though walking through the model. In 1995, we began developing a new visual system. We wanted to relate the scale model image directly to perceptual behavior, to make natural background images, and to record human feelings in a non-verbal method. Restructuring the above four elements to meet our equirements and adding two more (background shooting and emotion spectrum analysis), we inally completed the new simulation system in 1996. We are employing this system in streetscape research. Using the emotion spectrum system, we are able to record brain waves. Quantifying the visual effects through these waves, we are analyzing the relation between visual effects and physical elements. Thus, we are presented with a new aspect to study: the relationship between brain waves and changes in the physical environment. We will be studying the relation of brain waves in our sequential analysis of the streetscape.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id ddssar9623
id ddssar9623
authors Mitossi, V. and Koutamanis, A.
year 1996
title Parametric design of stairs
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 Stairs represent one of the oldest and most intricate design problems in architecture. Aesthetics, pedestrian circulation, construction and safety combine to create a complex network of factors. Despite the essentially parametric nature of stairs, designers have been eager to adopt and apply simplistic standardization schemes, often unrelated to safety issues. Moreover, while there are several computerized systems for the automated design of stairs, there has been little if any interest in the computer-based analysis of stair designs. The objective of our research has been to develop a transparent and flexible computer system for the design and analysis of stairs. The system employs constraint propagation networks for the calculation of stair dimensions in generation and for the correlation of floor levels to stairs and their dimensions in analysis. Computerization also allows us to re-examine and refine the norms underlying stair design. We propose that our understanding of stair design can be improved by the analysis of proprioceptive sizes in ascent and descent. Simulation of these sizes with virtual robots combines accurate measurement with visual evaluation. This combination facilitates the effortless and direct integration of advanced technologies and new methods in architectural design.
series DDSS
last changed 2003/08/07 16:36

_id sigradi2006_c020a
id sigradi2006_c020a
authors Vasquez de Velasco de la Puente, Guillermo; Garcia Alvarado, Rodrigo and Bustos, Gabriela
year 2006
title Taller Virtual de Las Américas: Análisis, Síntesis y Propuesta de Desarrollo en Ambientes Multiusuarios Interactivos [America’s Virtual studio: Analysis, Synthesis and Proposal for develop an interactive multi-user environment]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 105-109
summary As the title suggests, this paper makes an attempt to provide a factual analysis and synthesis of the activities that the Tex-Mex Virtual Design Studio, and later the Las Americas Virtual Design Studio, have been implementing since September of 1996, The objective of this attempt is to provide a framework for the formulation of a new conceptual and instrumental profile for future implementations of our virtual design studios. With such a purpose the paper outlines the importance of virtual design studios in the framework of opening design education to distance education methodologies and argues in favor of their further utilization for addressing issues of globalization in architecture and design education. This argument is followed by a quick description of current practices within the Las Americas Virtual Design Studio and sets the stage for a detailed description of how multi-user interactive environments may further support interaction within virtual design studios.
series SIGRADI
email
last changed 2016/03/10 10:02

_id 413e
authors Dalholm-Hornyansky, Elisabeth and Rydberg-Mitchell, Birgitta
year 1996
title SPATIAL NAVIGATION IN VIRTUAL REALITY
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary For the past decade, we have carried out a number of participation projects using full-scale modeling as an aid for communication and design. We are currently participating in an interdisciplinary research project which aims to combine and compare various visualization methods and techniques, among others, full-scale modeling and virtual reality, in design processes with users. In this paper, we will discuss virtual reality as a design tool in light of previous experience with full-scale modeling and literature on cognitive psychology. We describe a minor explorative study, which was carried out to elucidate the answers to several crucial questions: Is realism in movement a condition for the perception of space or can it be achieved while moving through walls, floors and so forth? Does velocity of movement and reduced visual field have an impact on the perception of space? Are landmarks vital clues for spatial navigation and how do we reproduce them in virtual environments? Can “daylight“, color, material and texture facilitate navigation and are details, furnishings and people important objects of reference? How could contextual information clues, like views and surroundings, be added to facilitate orientation? Do we need our other senses to supplement the visual experience in virtual reality and what is the role of mental maps in spatial navigation?
keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:49

_id 3a28
authors Laiserin, Jerry
year 2002
title From atelier to e-telier: virtual design studios
source Architectural Record
summary The design studio, as physical place and pedagogical method, is the core of architectural education. Ateliers clustered around rue Napoleon in Paris defined the École des Beaux Arts. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. From programs, schemes, and parti to desk crits, pin-ups, and charrettes-language and behavior learned in the studio establish the profession's cultural framework. 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 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 favor collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The catch is predicting 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 journal paper
last changed 2003/04/23 15:50

_id 3451
authors Harrison, Beverly L.
year 1996
title The Design and Evaluation of Transparent User Interfaces. From Theory to Practice
source University of Toronto, Toronto
summary The central research issue addressed by this dissertation is how we can design systems where information on user interface tools is overlaid on the work product being developed with these tools. The interface tools typically appear in the display foreground while the data or work space being manipulated typically appear in the perceptual background. This represents a trade-off in focused foreground attention versus focused background attention. By better supporting human attention we hope to improve the fluency of work, where fluency is reflected in a more seamless integration between task goals, user interface tool manipulations to achieve these goals, and feedback from the data or work space being manipulated. This research specifically focuses on the design and evaluation of transparent user interface 'layers' applied to graphical user interfaces. By allowing users to see through windows, menus, and tool palettes appearing in the perceptual foreground, an improved awareness of the underlying workspace and preservation of context are possible. However, transparent overlapping objects introduce visual interference which may degrade task performance, through reduced legibility. This dissertation explores a new interface technique (i.e., transparent layering) and, more importantly, undertakes a deeper investigation into the underlying issues that have implications for the design and use of this new technique. We have conducted a series of experiments, progressively more representative of the complex stimuli from real task domains. This enables us to systematically evaluate a variety of transparent user interfaces, while remaining confident of the applicability of the results to actual task contexts. We also describe prototypes and a case study evaluation of a working system using transparency based on our design parameters and experimental findings. Our findings indicate that similarity in both image color and in image content affect the levels of visual interference. Solid imagery in either the user interface tools (e.g., icons) or in the work space content (e.g., video, rendered models) are highly interference resistant and work well up to 75% transparent (i.e., 25% of foreground image and 75% of background content). Text and wire frame images (or line drawings) perform equally poorly but are highly usable up to 50% transparent, with no apparent performance penalty. Introducing contrasting outlining techniques improves the usability of transparent text menu interfaces up to 90% transparency. These results suggest that transparency is a usable and promising interface alternative. We suggest several methods of overcoming today's technical challenges in order to integrate transparency into existing applications.  
series thesis:PhD
email
last changed 2003/02/12 22:37

_id d5c8
authors Angelo, C.V., Bueno, A.P., Ludvig, C., Reis, A.F. and Trezub, D.
year 1999
title Image and Shape: Two Distinct Approaches
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 410-415
summary This paper is the result of two researches done at the district of Campeche, Florianópolis, by the Grupo PET/ARQ/UFSC/CAPES. Different aspects and conceptual approaches were used to study the spatial attributes of this district located in the Southern part of Santa Catarina Island. The readings and analysis of two researches were based on graphic pistures builded with the use of Corel 7.0 e AutoCadR14. The first research – "Urban Development in the Island of Santa Catarina: Public Space Study"- examined the urban structures of Campeche based on the Spatial Syntax Theory developed by Hillier and Hanson (1984) that relates form and social appropriation of public spaces. The second research – "Topoceptive Characterisation of Campeche: The Image of a Locality in Expansion in the Island of Santa Catarina" -, based on the methodology developed by Kohlsdorf (1996) and also on the visual analysis proposed by Lynch (1960), identified characteristics of this locality with the specific goal of selecting attributes that contributed to the ideas of the place its population held. The paper consists of an initial exercise of linking these two methods in order to test the complementarity of their analytical tools. Exemplifying the analytical procedures undertaken in the two approaches, the readings done - global (of the locality as a whole) and partial (from parts of the settlement) - are presented and compared.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 215e
authors Bai, Rui-Yuan and Liu, Yu-Tung
year 1998
title Towards a Computerized Procedure for Visual Impact Analysis and Assessment - The Hsinchu Example
doi https://doi.org/10.52842/conf.caadria.1998.067
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 67-76
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments was conducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
keywords Environmental Simulation, Visual Impact Analysis and Assessment, Virtual Reality
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id sigradi2004_043
id sigradi2004_043
authors Celso Pereira Guimarães; Gerson G. Cunha; Luis Landau
year 2004
title Sistema de informação e orientação para ambientes públicos em VR - O caso do hu da ufrj um projeto sinalético [Information and Orientation System for Public Environments in VR - The Case of UFRJ University Hospital, a Communication Design Project]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Considering Levy.s (1996) thought that qualifies the cyberspace as an anbient par excellence and susceptible to be transformed and explored [1], our work intends to introduce through the simulation in VR, the use of that anbient as support of conception projetual and of the analysis and verification of the efficiency of the proposal of the System of Comunication Design implanted at the Hospital Clementino Fraga Filho of the Federal University of Rio de Janeiro (HU). [2]
series SIGRADI
email
last changed 2016/03/10 09:48

_id 7b57
authors Chase, Scott Curland
year 1996
title Modeling Designs with Shape Algebras and Formal Logic
source University of California
summary A formal, hierarchical model of shape, spatial relations and non-spatial properties is presented, constructed from first principles of geometry, topology and logic. The combination of the two major paradigms used here, shape algebras and logic, is one which has been largely unexplored. The underlying interest is the development of generalized design modeling systems in which the components may be used for a variety of synthesis and recognition problems. The algebras of shape described by Stiny have been shown to be useful in the generation and analysis of designs. The generality of their representations, their non-reliance upon predetermined structure, and their use in combination provide a richness of expression lacking in more traditional representations. The use of formal logic as a specification tool for modeling spatial relations is investigated here. Logic has proven itself useful as a programming and specification tool, providing advantages over traditional procedural programming methods. Among those is the ability to specify the knowledge to be encapsulated in a model without the need to specify data manipulation procedures. It is argued that specification in logic provides a natural method of development. The model is developed by extending the formalisms of shape algebras with the use of logic to make more precise, generalized, parametric definitions of shape and spatial relations than has been previously possible. The value of such a model is demonstrated by the use of these generalized spatial relations for solving typical problems in the fields of geographic information systems and architecture. The advantages of the representations used over more traditional 'kit-of-parts' models is also illustrated.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ddssar9605
id ddssar9605
authors Dijkstra, J., Roelen, W.A.H. and Timmermans, H.J.P.
year 1996
title Conjoint measurement in virtual environment: a framework
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 Conjoint analysis (also called stated preference analysis) involves the use of designed hypothetical choice situations to measure individuals' preferences and predict their choice in new situations. Conjoint experiments involve the design and analysis of hypothetical decision tasks. Alternatives are described by their main features, called attributes. Multiple hypothetical alternatives (product profiles) are generated and presented to respondents, who are requested to express their degree of preference for these profiles. Conjoint experiments have become a popular tool to model individual preferences and decision-making in a variety of research areas. Most studies of conjoint analysis have involved a verbal description of product profiles, although some studies have used a pictorial presentation of product profiles. This paper describes a framework for a conjoint analysis system in a virtual environment. Product profiles are generated in a virtual environment and respondents are requested to choose in that virtual environment the product profile they prefer. Advantages of a virtual environment in this area of research include 3D presentation, improved experience and the possibility to include measurable attributes such as time and sound. This framework is a first attempt to explore the possibilities of virtual reality systems in conjoint analysis.
series DDSS
last changed 2003/08/07 16:36

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