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 520

_id 76ba
authors Bermudez, Julio
year 1997
title Cyber(Inter)Sections: Looking into the Real Impact of The Virtual in the Architectural Profession
source Proceedings of the Symposium on Architectural Design Education: Intersecting Perspectives, Identities and Approaches. Minneapolis, MN: College of Architecture & Landscape Architecture, pp. 57-63
summary As both the skepticism and 'hype' surrounding cyberspace vanish under the weight of ever increasing power, demand, and use of information, the architectural discipline must prepare for significant changes. For cyberspace is remorselessly cutting through the dearest structures, rituals, roles, and modes of production in our profession. Yet, this section is not just a detached cut through the existing tissues of the discipline. Rather it is an inter-section, as cyberspace becomes also transformed in the act of piercing. This phenomenon is causing major transformations in at least three areas: 1. Cyberspace is substantially altering the way we produce and communicate architectural information. The arising new working environment suggests highly hybrid and networked conditions that will push the productive and educational landscape of the discipline towards increasing levels of fluidity, exchanges, diversity and change. 2. It has been argued that cyberspace-based human and human-data interactions present us with the opportunity to foster a more free marketplace of ideologies, cultures, preferences, values, and choices. Whether or not the in-progress cyberincisions have the potential to go deep enough to cure the many illnesses afflicting the body of our discipline need to be considered seriously. 3. Cyberspace is a new place or environment wherein new kinds of human activities demand unprecedented types of architectural services. Rather than being a passing fashion, these new architectural requirements are destined to grow exponentially. We need to consider the new modes of practice being created by cyberspace and the education required to prepare for them. This paper looks at these three intersecting territories showing that it is academia and not practice that is leading the profession in the incorporation of virtuality into architecture. Rafael Moneo's words come to mind. [2]
series other
email
last changed 2003/11/21 15:16

_id 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_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 2483
authors Gero, J.S. and Kazakov, V.
year 1997
title Learning and reusing information in space layout problems using genetic engineering
source Artificial Intelligence in Engineering 11(3):329-334
summary The paper describes the application of a genetic engineering based extension to genetic algorithms to the layout planning problem. We study the gene evolution which takes place when an algorithm of this type is running and demonstrate that in many cases it effectively leads to the partial decomposition of the layout problem by grouping some activit ies together and optimally placing these groups during the first stage of the computation. At a second stage it optimally places activities within these groups. We show that the algorithm finnds the solution faster than standard evolutionary methods and that evolved genes represent design features that can be re-used later in a range of similar problems.
keywords Genetic Engineering, Learning
series other
email
last changed 2001/09/08 12:04

_id 1715
authors Howard, R.
year 1997
title Introduction
source Automation in Construction 6 (1) (1997) pp. 1-1
summary The future use of Information Technology by the constructions industry depends upon the convergence of computers and communications with changes taking place in the way buildings are designed and constructed. Views on how this will happen over the next ten years, what the inhibitors are, and how to minimise these, depned upon the views of many different experts.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 4b2a
id 4b2a
authors Jabi, Wassim
year 2004
title A FRAMEWORK FOR COMPUTER-SUPPORTED COLLABORATION IN ARCHITECTURAL DESIGN
source University of Michigan
summary The development of appropriate research frameworks and guidelines for the construction of software aids in the area of architectural design can lead to a better understanding of designing and computer support for designing (Gero and Maher 1997). The field of research and development in computer-supported collaborative architectural design reflects that of the early period in the development of the field of computersupported cooperative work (CSCW). In the early 1990s, the field of CSCW relied on unsystematic attempts to generate software that increases the productivity of people working together (Robinson 1992). Furthermore, a shift is taking place by which researchers in the field of architecture are increasingly becoming consumers of rather than innovators of technology (Gero and Maher . In particular, the field of architecture is rapidly becoming dependent on commercial software implementations that are slow to respond to new research or to user demands. Additionally, these commercial systems force a particular view of the domain they serve and as such might hinder rather than help its development. The aim of this dissertation is to provide information to architects and others to help them build their own tools or, at a minimum, be critical of commercial solutions.
series thesis:PhD
type normal paper
email
last changed 2004/10/24 22:35

_id 8735
authors James, Stephen
year 1999
title An Allegorical Architecture: A Proposed Interpretive Center for the Bonneville Salt Flats
doi https://doi.org/10.52842/conf.acadia.1999.018
source ACADIA Quarterly, vol. 18, no. 1, pp. 18-19
summary Architecture is the physical expression of man's relationship to the landscape- an emblem of our heritage. Such a noble statement sounds silly into today's context, because civilized society has largely disassociated itself from raw nature. We have tamed the elements with our environmental controls and turned the deserts into pasture. I find much of the built environment distracting. Current architecture is trite, compared to geologic form and order. I visited the Bonneville Salt Flats- (Utah's anti-landscape) in the summer of 1997. The experience of arriving at the flats exceeded my expectations. I was overpowered by a sense of personal insignificance - a small spot floating on a sea of salt. The horizon seemed to swallow up the sky. Off in the distance I noticed a dark fleck. It looked as foreign as I felt on this pure white plane. I drove across the sticky salt toward it, only to discover an old rusty oil barrel half submerged in salt. In my mind, the barrel has a history. It tells the story of a man's attempt at achieving a goal, or maybe it represents a broken dream left to corrode in the alkali flats. The barrel remains planted in the salt as a relic for those who venture into the white wilderness. This experience left me to ponder whether or not architecture can serve the same purpose - telling the story of a place through its relationship to a landscape, and connection to events.
series ACADIA
email
last changed 2022/06/07 07:52

_id 0bc0
authors Kellett, R., Brown, G.Z., Dietrich, K., Girling, C., Duncan, J., Larsen, K. and Hendrickson, E.
year 1997
title THE ELEMENTS OF DESIGN INFORMATION FOR PARTICIPATION IN NEIGHBORHOOD-SCALE PLANNING
doi https://doi.org/10.52842/conf.acadia.1997.295
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 295-304
summary Neighborhood scale planning and design in many communities has been evolving from a rule-based process of prescriptive codes and regulation toward a principle- and performance-based process of negotiated priorities and agreements. Much of this negotiation takes place in highly focused and interactive workshop or 'charrette' settings, the best of which are characterized by a fluid and lively exchange of ideas, images and agendas among a diverse mix of citizens, land owners, developers, consultants and public officials. Crucial to the quality and effectiveness of the exchange are techniques and tools that facilitate a greater degree of understanding, communication and collaboration among these participants.

Digital media have a significant and strategic role to play toward this end. Of particular value are representational strategies that help disentangle issues, clarify alternatives and evaluate consequences of very complex and often emotional issues of land use, planning and design. This paper reports on the ELEMENTS OF NEIGHBORHOOD, a prototype 'electronic notebook' (relational database) tool developed to bring design information and example 'to the table' of a public workshop. Elements are examples of the building blocks of neighborhood (open spaces, housing, commercial, industrial, civic and network land uses) derived from built examples, and illustrated with graphic, narrative and numeric representations relevant to planning, design, energy, environmental and economic performance. Quantitative data associated with the elements can be linked to Geographic Information based maps and spreadsheet based-evaluation models.

series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ce1b
authors Kvan, Th., Lee, A. and Ho, L.
year 2000
title Anthony Ng Architects Limited: Building Towards a Paperless Future
source Case Study and Teaching Notes number 99/65, 10 pages, distributed by HKU Centre for Asian Business Cases, Harvard Business School Publishing (HBSP) and The European Case Clearing House (ECCH), June 2000
summary In early 1997; Mr. Anthony Ng; managing director of Anthony Ng Architects Ltd.; was keenly looking forward to a high-tech; paperless new office; which would free his designers from paperwork and greatly improve internal and external communication – a vision that he had had for a couple of years. In 1996; he brought on board a friend and expert in Internet technology to help him realise his vision. In July 1997; his company was to move into its new office in Wan Chai. Their plan was to have in place an Intranet and a web-based document management system when they moved into the new office. But he had to be mindful of resulting changes in communication patterns; culture and expectations. Resistance from within his company was also threatening to ruin the grand plan. Several senior executives were fiercely opposed to the proposal and refused to read a document off a computer screen. But Ng knew it was an important initiative to move his practice forward. Once the decision was made there would be no chance to reconsider; given the workload demands of the new HK$12 billion project. And this decision would mark a watershed in the company’s evolution. This case study examines the challenges and implications of employing IT to support an architectural office.
keywords IT In Practice; Professional Practice; Archives
series other
email
last changed 2002/11/15 18:29

_id d347
authors Kvan, Th., Vera, A. and West, R.L.
year 1997
title Expert and Situated Actions in Collaborative Design
source Proceedings of Second International Workshop on CSCW in Design, ed. P. Siriruchatapong, Z. Lin & J.-P. Barthes. Second International Workshop on CSCW in Design, Beijing: International Academic Publishers, November, pp. 400-405
summary This paper considers one of the fundamental questions behind research and implementation into collaborative design systems for architectural design: To what extent is design situated and to what extent is it expert behaviour? Extending from this question arises implementation questions for CSCW systems for architectural design. The authors propose a cognitive model of design and tested the model experimentally. From the results of the experiments; a discussion is presented of the expert and situated facets of the design process which have been manifested.
keywords Collaboration; CSCW; Group Work; Design
series other
email
last changed 2003/01/28 12:06

_id a129
authors Lee, E., Woo, S. and Sasada, T.
year 1997
title Experimental Study in inter-University Collaboration collaboration
doi https://doi.org/10.52842/conf.ecaade.1997.x.q2n
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The architectural design requires collaboration among various participants, such as architects, clients, engineers in the stages of the design process. The Sasada laboratory has been involved in the various collaborative architectural design projects. The authors found several important issues in the process of those projects. Firstly, the presentation data is composed of different kinds of data such as documents, computer generated still images, movies and 3D objects. The participants involved in those projects need to access these data as necessary. Secondly, it is virtually impossible for all participants to attend at the same time and place. Therefore, computer networked collaborative design work is essential, in particular, for an international project and for a complex architectural design project.
keywords Collaboration
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/lee/lee.htm
last changed 2022/06/07 07:50

_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 2064
authors Murakami, Y., Morozumi, M., Iino, K., Homma, R. and Iki, K.
year 1997
title On the Development and the Use of Group Work CAD for Windows-PCS
doi https://doi.org/10.52842/conf.caadria.1997.179
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. 179-186
summary With the development of high-band width communication technology, designers’ interests seem to shift gradually from a single-user, single-domain system to a network based group-work design system. So long as one regards that the design activity develops only in a concurrent, but asynchronous fashions, it is possible to say that file transfers through computer networks have already opened up the possibility of a hands-on collaborative design process in which all participants do not have to gather in the same place. However few CAD systems support group design work that develops in a concurrent synchronous fashion. This paper discusses a basic model of group work CAD systems that the authors have developed for windows PCs linked with LAN. Reviewing procedure of system operation, the authors conclude that the system could stimulate and accelerate a process of group wok design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 0a0d
authors Najafi, A.
year 1997
title Integrated Computer-Aided Architectural and Structural De
doi https://doi.org/10.52842/conf.ecaade.1997.x.p8m
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The decisions made at the early stages of design that generally take place in the architectural office have phenomenal effects on many aspects of building, including the structural form, the mechanical and electrical services, the construction planning, and the overall cost of the project. It is of prime importance that the effect of decisions which an architect makes in the initial stages of building design can be assessed; particularly vital is the influence of changes made in the spatial arrangement of building floors. The earlier in the design process these effects are studied, the better the later difficulties can be avoided.

A programme of research is in progress to provide a computer-aided learning tool for students of architecture so that they become familiar with the process of structural design, and examine the effects of the decisions they make at the initial stages of design on the structure of the building. It is also educative to observe how the architectural design of a building may be influenced by its structural arrangement. It is intended that the user acquire a general understanding of how steel structures behave.

series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/najafi/najafi.htm
last changed 2022/06/07 07:50

_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 4ce8
authors Rinner, Claus
year 1997
title Discussing Plans via the World-Wide Web
doi https://doi.org/10.52842/conf.ecaade.1997.x.a5k
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary Collaborative teamwork often goes beyond same place - same time situations: new information technologies allow for distributed asynchronous cooperation. In urban planning procedures, the elaboration of a land-use or building plan may be considered as the common goal of all actors. But in general, the participants do have conflicting subgoals. Computer supported cooperative work (CSCW), therefore, must include tools that allow for discussions in distributed workgroups. GMD's Zeno system aims at structuring such argumentation processes and at mediating between opposite interests.
keywords Collaborative Teamwork
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/rinner/rinner.htm
last changed 2022/06/07 07:50

_id d461
authors Sariyildiz, Sevil and Schwenk, Mathias
year 1997
title The CIAD-System - Multimedia Teachware as a Driving Force for CAAD
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 329-342
summary Software systems for educational purposes have been developed and used in many application areas. In this paper we will describe a development in the field of architecture and building science. CIAD is a teachware system directed to be used in the education of students of architecture as well as a tool that gives a survey to architects and engineers in the practice. In the first place it provides information about the use of computer science technologies in the building design process. Furthermore, information about the architectural design process itself is included. CIAD is a modular system which can be extended and updated easily. After giving an overview about the system, a module dealing with the detailing of a building design will be explained in-depth. By means of different examples the user gets information about the process. In animation sequences made from different renderings of example designs the process is explained. After that the user is requested to re-execute the different steps. By means of this teachware we create an environment where the user learns more efficiently by working with examples that are made by various CAAD-programs. Additionaly to the primary purpose to give an overview concerning the use of information and communication technology (ICT) for architectural design, the user will be motivated to use ICT as a medium for future work.
keywords Teachware, Multimedia Techniques
series AVOCAAD
last changed 2005/09/09 10:48

_id 0d25
authors Stegen, Guido
year 1997
title Space Syntax, an Inspiring Design-Tool
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 343-361
summary The space syntax system which is presented in this paper has been developed to help the designer to evaluate and to define the form of complex spatial environments, especially the urban structures. The system has a double nature. On the one hand, it is a way to consider those environments. On the other hand, it includes a computerized model which calculates, on the basis of morphological properties of the spatial environment, several output- variables which represent measure, in which certain urban phenomena are spatially distributed. Instances of urban phenomena are: circulation, framing, functions, population… These correlations oblige the designer to take into account those urban facets at every stage of the project. The disciplinary fragmentation is then made very difficult for him. Besides, the contradictions or incompatibilities from local-global interests become an integral part of the urbanity. Those correlations re-open also a track which seemed to be abandoned - the one of the functionality of the urban and architectural structures - and, therefore, force the designers to confront their social responsibilities. All this has been made possible thanks to a categorical revision of what is essentially the city. According to the theoretical framework of Space Syntax, environments are above all considered as a distributive system of spaces and less of buildings.
series AVOCAAD
last changed 2005/09/09 10:48

_id c61f
authors Stellingwerff, M.C.
year 1997
title Changing approaches to the Real World
source Published in the book : 'CAAD - Towards New Design Conventions', Technical University of Bialystok, Poland, Edited by Aleksander Asanowicz and Adam Jakimowicz. ISBN83-86272-63-5.
summary Different kinds of design media change the designers approach to the 'real world' and have an important impact on the design process and its results. Six main directions are described and evaluated: design through contemplation, design by means of traditional media, design using desktop computers, design within a virtual reality environment, design with ubiquitous computers and design through augmented interaction. A number of these directions are still developing in unexpected ways, other directions are established and seem to become less interesting for research and in design. The goal of this paper is to value and characterise each above mentioned direction, relate each direction to 'reality', 'mind' and 'media' and place each of them in a historical / futurological sequence.
keywords design, computers, interaction, reality, mind, media, future
series other
email
more http://www.bk.tudelft.nl/media/papers/approaches.html
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_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

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