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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References

Hits 1 to 20 of 516

_id debf
authors Bertol, D.
year 1997
title Designing Digital Space - An Architect's Guide to Virtual Reality
source John Wiley & Sons, New York
summary The first in-depth book on virtual reality (VR) aimed specifically at architecture and design professionals, Designing Digital Space steers you skillfully through the learning curve of this exciting new technology. Beginning with a historical overview of the evolution of architectural representations, this unique resource explains what VR is, how it is being applied today, and how it promises to revolutionize not only the design process, but the form and function of the built environment itself. Vividly illustrating how VR fits alongside traditional methods of architectural representation, this comprehensive guide prepares you to make optimum practical use of this powerful interactive tool, and embrace the new role of the architect in a virtually designed world. Offers in-depth coverage of the virtual universe-data representation and information management, static and dynamic worlds, tracking and visual display systems, control devices, and more. Examines a wide range of current VR architectural applications, from walkthroughs, simulations, and evaluations to reconstructions and networked environments Includes insightful essays by leading VR developers covering some of today's most innovative projects Integrates VR into the historical framework of architectural development, with detailed sections on the past, present, and future Features a dazzling array of virtual world images and sequential displays Explores the potential impact of digital architecture on the built environment of the future
series other
last changed 2003/04/23 15:14

_id 452a
id 452a
authors Fukuda, T., Nagahama, R., Nomura, J.
year 1997
title Networked VR System: Kitchen Layout Design for Customers
source Proceedings of the second symposium on Virtual reality modeling language, Monterey, California, United States, pp.93-100
summary In this paper, we present our Virtual Reality (VR) technology application, a networked VR-supported design system of a kitchen layout. This networked VR system was developed on personal computers to allow customers to design at home. With the VR system, customers can have a pseudo-experience of their “virtual kitchen”, modify the design of the kitchen, and make decisions by being provided with a good idea of their potential purchase. The VR system will also play an important role in user interface in the House Design Advisory System. This system, which we are currently developing, will give advice on house design, as well as on kitchen layout design, according tothe customers’ diversified lifestyles.
keywords Kitchen Layout Design, Virtual Reality, VRML, VRML Browser, script, RDB, EUC
series other
type symposium
email
last changed 2006/08/24 07:28

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
doi https://doi.org/10.52842/conf.ecaade.2000.265
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 265-268
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 041e
authors Hall, Theodore W.
year 1997
title Hand-Eye Coordination in Virtual Reality, Using a Desktop Display, Stereo Glasses and a 3-D Mouse
doi https://doi.org/10.52842/conf.caadria.1997.073
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 73-82
summary Many virtual-reality displays augment the user’s view of the real world but do not completely mask it out or replace it. Intuitive control and realistic interaction with these displays depend on accurate hand-eye coordination: the projected image of a 3-D cursor in virtual space should align visually with the real position of the 3-D input device that controls it. This paper discusses some of the considerations and presents algorithms for coordinating the physical and virtual worlds.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id 2a09
authors Donath, Judith Stefania
year 1997
title Inhabiting the virtual city : the design of social environments for electronic communities
source Massachusetts Institute of Technology, Program in Media Arts & Sciences
summary The goal of this work is to develop an approach to the design of on-line social environments. My thesis is that, in order to foster the development of vibrant and viable online communities, the environment - i.e. the technical infrastructure and user interface - must provide the means to communicate social cues and information: the participants must be able to perceive the social patterns of activity and affiliation and the community must be able to evolve a fluid and subtle cultural vocabulary. The theoretical foundation for the research is drawn from traditional studies of society and culture and from observations of contemporary on-line systems. Starting with an analysis of the fundamental differences between real and virtual societies - most notably, the presence and absence of the body - the first section examines the ways social cues are communicated in the real world, discusses the limits imposed on on-line communities due to their mediated and bodiless nature, and explores directions that virtual societies can take that are impossible for physical ones. These ideas form the basis for the main part of the thesis, a design platform for creating sociable virtual environments. The focus of the discussion is on the analysis of a set of implemented design experiments that explore three areas of the platform: the visual representations of social phenomena, the role of information spaces as contexts for communication, and the presentation of self in the virtual world.
series thesis:PhD
email
more http://smg.media.mit.edu/people/Judith/Thesis/
last changed 2003/02/12 22:37

_id 01e7
authors Kvan, Thomas
year 1997
title Studio Teaching Without Meeting: Pedagogical Aspects of a Virtual Design Studio
doi https://doi.org/10.52842/conf.caadria.1997.163
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 163-177
summary Virtual Design Studios are proliferating. Schools of architecture are eagerly experimenting with the technology of the Internet. Discussions about Virtual Design Studios typically focus on technological issues – which hardware, what software – or environments – MOOs, ftp. Recently, some papers have been written on the perceptual issues and the social aspects of remote design collaborations, thus contributing to some of the contextual issues within which virtual studios are conducted. This paper contributes another perspective, presenting a review of the pedagogical issues raised in a VDS. It examines the difficulties and opportunities which present themselves in teaching a Virtual Design Studio. Based on reviews of problem-based learning and examinations of architectural studio learning, including several experiences in conducting virtual studios, the author considers the particularities of conducting a studio in the virtual world, the motivations for these studios, the experiences of students and the results obtained. From this background, the author identifies benefits and drawbacks of teaching in this manner, leading then to guidelines for framing and conducting effective and successful Virtual Design Studios and raises issues for further discussion.
series CAADRIA
email
last changed 2022/06/07 07:52

_id d869
authors Chu, C.-C., Dani, T.H. and Gadh, R.
year 1997
title Multi-sensory user interface for a virtual-reality-based computer-aided design system
source Computer-Aided Design, Vol. 29 (10) (1997) pp. 709-725
summary The generation of geometric shapes called `geometric concept designs' via the multi-sensory user interface of a virtual reality (VR) based system motivates the currentresearch. In this new VR-based system, geometric designs can be more effectively inputted into the computer in a physically intuitive way. The interaction mechanism issimilar to the way in which industrial designers sit and discuss concept design shapes across a table from each other, prior to making a final decision about the productdetails. By using different sensory modalities, such as voice, hand motions and gestures, product designers can convey design ideas through the VR-basedcomputer-aided design (CAD) system. In this scenario, the multi-sensory interface between human and computer plays a central role with respect to usability, usefulnessand accuracy. The current paper focuses on determining the requirements for the multi-sensory user interface and assessing the applications of different input and outputmechanisms in the virtual environment (VE). In order to evaluate this multi-sensory user interface, this paper formulates the typical activities in product shape design intoa set of requirements for the VR-CAD system. On the basis of these requirements, we interviewed typical CAD users about the effectiveness of using different sensoryinput and output interaction mechanisms such as visual, auditory and tactile. According to the results of these investigations, a nodal network of design activity thatdefines the multi-sensory user interface of the VR-CAD system is determined in the current research. The VR-CAD system is still being developed. However, voicecommand input, hand motion input, three-dimensional visual output and auditory output have been successfully integrated into the current system. Moreover, severalmechanical parts have been successfully created through the VR interface. Once designers use the VR-CAD system that we are currently developing, the interfacerequirements determined in the current paper may be verified or refined. The objectives of the current research are to expand the frontiers of product design and establisha new paradigm for the VR-based conceptual shape design system.
keywords Virtual Reality, Multi-Sensory User Interface, Conceptual Shape Design, Sensory Interaction Mechanism
series journal paper
last changed 2003/05/15 21:33

_id 123c
authors Coomans, M.K.D. and Timmermans, H.J.P.
year 1997
title Towards a Taxonomy of Virtual Reality User Interfaces
source Proceedings of the International Conference on Information Visualisation (IV97), pp. 17-29
summary Virtual reality based user interfaces (VRUIs) are expected to bring about a revolution in computing. VR can potentially communicate large amounts of data in an easily understandable format. VR looks very promising, but it is still a very new interface technology for which very little application oriented knowledge is available. As a basis for such a future VRUI design theory, a taxonomy of VRUIs is required. A general model of human computer communication is formulated. This model constitutes a frame for the integration of partial taxonomies of human computer interaction that are found in the literature. The whole model constitutes a general user interface taxonomy. The field of VRUIs is described and delimited with respect to this taxonomy.
series other
last changed 2003/04/23 15:50

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
doi https://doi.org/10.52842/conf.ecaade.1999.418
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id a10d
authors Hall, Theodore W.
year 1997
title Hand-Eye Coordination in Desktop Virtual Reality
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 177-182
summary For hand-eye coordination and intuitive interaction with virtual-reality displays, the projected image of a 3-D cursor in virtual space should correspond to the real position of the 3-D input device that controls it. This paper summarizes some of the issues and algorithms for coordinating the physical and virtual worlds.
series CAAD Futures
email
last changed 1999/04/06 09:19

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

_id f998
authors Mynatt, E.D., Adler, A., Ito, M. and O‘Day, V.L.
year 1997
title Design for network communities
source Proceedings of CHI, ACM Press, New York, pp. 210-217
summary Collaboration has long been of considerable interest in the CHI community. This paper proposes and explores the concept of network communities as a crucial part of this discussion. Network communities are a form of technology-mediated environment that foster a sense of community among users. We consider several familiar systems and describe the shared characteristics these systems have developed to deal with critical concerns of collaboration. Based on our own experience as designers and users of a variety of network communities, we extend this initial design space along three dimensions: the articulation of a persistent sense of location, the boundary tensions between real and virtual worlds, and the emergence and evolution of community.
series other
email
last changed 2003/04/23 15:50

_id c1ad
authors Cheng, Nancy Yen-wen
year 1997
title Teaching CAD with Language Learning Methods
doi https://doi.org/10.52842/conf.acadia.1997.173
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 173-188
summary By looking at computer aided design as design communication we can use pedagogical methods from the well-developed discipline of language learning. Language learning breaks down a complex field into attainable steps, showing how learning strategies and attitudes can enhance mastery. Balancing the linguistic emphases of organizational analysis, communicative intent and contextual application can address different learning styles. Guiding students in learning approaches from language study will equip them to deal with constantly changing technology.

From overall curriculum planning to specific exercises, language study provides a model for building a learner-centered education. Educating students about the learning process, such as the variety of metacognitive, cognitive and social/affective strategies can improve learning. At an introductory level, providing a conceptual framework and enhancing resource-finding, brainstorming and coping abilities can lead to threshold competence. Using kit-of-parts problems helps students to focus on technique and content in successive steps, with mimetic and generative work appealing to different learning styles.

Practicing learning strategies on realistic projects hones the ability to connect concepts to actual situations, drawing on resource-usage, task management, and problem management skills. Including collaborative aspects in these projects provides the motivation of a real audience and while linking academic study to practical concerns. Examples from architectural education illustrate how the approach can be implemented.

series ACADIA
email
last changed 2022/06/07 07:55

_id 789d
authors Kvan, Th., West, R. and Vera, A.
year 1997
title Tools for a Virtual Design Community
source Preprints Formal Aspects of Collaborative CAD, ed. M. L. Maher, J. S. Gero & F. Sudweeks, Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, pp. 109-123
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords CSCW; Group Work; Design; Expertise; Collaboration; Novice
series other
email
last changed 2002/11/15 18:29

_id af28
authors Dijkstra, J. and Timmermans, H.J.P.
year 1997
title The Application of Conjoint Measurement as a Dynamic Decision Making Tool in a Virtual Reality Environment
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 757-770
summary This paper describes an innovative aspect of an ongoing research project to develop a virtual reality based conjoint analysis system. Conjoint analysis involves the use of designed hypothetical choice situations to measure subjects' preferences and predict their choice in new situations. Conjoint experiments involve the design and analysis of hypothetical decision tasks. Hypothetical alternatives, called product profiles, are generated and presented to subjects. A virtual reality presentation format has been used to represent these profiles. A profile consists of a virtual environment model and dynamic virtual objects representing the attributes with their respective levels. Conventional conjoint choice models are traditionally based on preference or choice data, not on dynamic decision making aspects. The status of this new approach will be described.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id a5c7
authors Hovestadt, Ludger and Hovestadt, Volkmar
year 1997
title ARMILLA5 - Supporting Design, Construction and Management of Complex Buildings
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 135-150
summary ARMILLA5 is a generic computer aided design system, which supports the cooperative design of complex buildings (such as labs, offices or schools) over multiple levels of abstraction. It follows the metaphor of a virtual building site. The designers and engineers meet at a spatial location on the Internet and prepare the building construction by simulating the building site. This article describes the three essential components of the ARMILLA5-model: the geometric model which describes the spatial and physical aspects of the building site, the semantic model which implements passive building components as objects and active building components as applets or applications, and the planning model, which organizes the work steps of the individual engineers and their cooperation. The model is described using different software prototypes written in Objective C, CAD systems and HTML/JAVA.
keywords Dynamic Buildings, CAAD, CSCW, VRML, Case-based Reasoning, Facility Management, Augmented Reality
series CAAD Futures
email
last changed 1999/04/06 09:19

_id f071
authors Maher, M.L., Cicognani, A. and Simoff, S.J.
year 1997
title An Experimental Study of Computer Mediated Collaborative Design
source International Journal of Design Computing, Key Centre of Design Computing, University of Sydney, Sydney
summary The use of computer technology in design practice is moving towards a distributed resource available to a team of designers. The development of software to support designers has traditionally been based on the assumption that there will be a single person using the software at a time. Recent developments have enabled the feasibility of software for two or more simultaneous users, leading to the possibility of computer mediated collaborative design (CMCD), where the computer plays the role of mediator and design information handler. There is the potential for the computer to play a more active role in collaborative design through enhanced visibility of 3D models and assistance in generating alternative designs and design critiques. With this potential the computer not only mediates the collaborative design process but actively supports the designers. Research in integrated CAD, multimedia and design database systems, virtual design studios, and design protocol studies provide the basis for a formal study of CMCD. We have developed an experimental methodology to study the difference in design semantics documented using computer applications when designing alone as compared to designing collaboratively. This methodology can be applied to study other aspects of CMCD.
series journal paper
email
last changed 2003/04/23 15:50

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