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 516

_id 2db1
authors Junge, R., Köthe, M., Schulz, K., Zarli, A. and Bakkeren, W.
year 1997
title The Vega Platform - IT for the Virtual Enterprise
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 591-616
summary One of todays many buzzwords is 'virtual enterprise'. The objectives of the ESPRIT project VEGA are the development of an IT platform enabling such enterprises. Virtual enterprise means a number of people or smaller companies grouped together for a distinct contract, which none of them alone could or would able to get and to undertake. Modern decentralized, distributed IT solutions typically could support such virtual enterprises in their competition against those who are big or strong enough to to carry out such contracts with their internal resources alone. VEGA gathers together the necessary components as technically available and extends their capabilities as needed for a platform enabling collaboration in an flexible and distributed environment.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 2c17
authors Junge, Richard and Liebich, Thomas
year 1997
title Product Data Model for Interoperability in an Distributed Environment
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 571-589
summary This paper belongs to a suite of three interrelated papers. The two others are 'The VEGA Platform' and 'A Dynamic Product Model'. These two companion papers are also based on the VEGA project. The ESPRIT project VEGA (Virtual Enterprises using Groupware tools and distributed Architectures) has the objective to develop IT solutions enabling virtual enterprises, especially in the domain of architectural design and building engineering. VEGA shall give answers to many questions of what is needed for enabling such virtual enterprise from the IT side. The questions range from technologies for networks, communication between distributed applications, control, management of information flow to implementation and model architectures to allow distribution of information in the virtual enterprises. This paper is focused on the product model aspect of VEGA. So far modeling experts have followed a more or less centralized architecture (central or central with 4 satellites'). Is this also the architecture for the envisaged goal? What is the architecture for such a distributed model following the paradigm of modeling the , natural human' way of doing business? What is the architecture enabling most effective the filtering and translation in the communication process. Today there is some experience with 'bulk data' of the document exchange type. What is with incremental information (not data) exchange? Incremental on demand only the really needed information not a whole document. The paper is structured into three parts. First there is description of the modeling history or background. the second a vision of interoperability in an distributed environment from the users coming from architectural design and building engineering view point. Third is a description of work undertaken by the authors in previous project forming the direct basis for the VEGA model. Finally a short description of the VEGA project, especially the VEGA model architecture.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 0a35
authors Junge, R., Steinmann, R. and Beetz, K.
year 1997
title A Dynamic Product Model - A base for Distributed Applications
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 617-634
summary The project work described in this paper is a part of the ESPRIT VEGA Project. It is related to two companion papers issued in this conference proceedings. 'Product Data Model for Interoperability in an Distributed Environment' and 'The VEGA Platform' are describing the technological basis for an application modeled to capture and convert the working environment of architects and building engineers, in short: the building design team, to an computer environment. The ESPRIT projects are increasingly forced into 'public and private risk funding and sharing policy. This part of VEGA is explicitly directed to exploitation of the EU funded project. This can be reached by a stepwise (small steps) transition from research to commercial implementation.
series CAAD Futures
email
last changed 1999/04/06 09:19

_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

_id 060b
authors Af Klercker, J.
year 1997
title A National Strategy for CAAD and IT-Implementation in the Construction Industry the Construction Industry
doi https://doi.org/10.52842/conf.ecaade.1997.x.o8u
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The objective of this paper is to present a strategy for implementation of CAD and IT in the construction and building management#1 industry in Sweden. The interest is in how to make the best use of the limited resources in a small country or region, cooperating internationally and at the same time avoiding to be totally dominated by the great international actors in the market of information technology.

In Sweden representatives from the construction and building management industry have put forward a research and development program called: "IT-Bygg#2 2002 - Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry.

The presented strategy is based on a seminar with some of the most experienced researchers, developers and practitioners of CAD in Sweden. The activities were recorded and annotated, analyzed and put together afterwards.

The proposal in brief is that object oriented distributed CAD is to be used in the long perspective. It will need to be based on international standards such as STEP and it will take at least another 5 years to get established.

Meanwhile something temporary has to be used. Pragmatically a "de facto standard" on formats has to be accepted and implemented. To support new users of IT all software in use in the country will be analyzed, described and published for a national platform for IT-communication within the construction industry.

Finally the question is discussed "How can architect schools then contribute to IT being implemented within the housing sector at a regional or national level?" Some ideas are presented: Creating the good example, better support for the customer, sharing the holistic concept of the project with all actors, taking part in an integrated education process and international collaboration like AVOCAAD and ECAADE.

 

keywords CAAD, IT, Implementation, Education, Collaboration
series eCAADe
type normal paper
email
more http://info.tuwien.ac.at/ecaade/proc/afklerck/afklerck.htm
last changed 2022/06/07 07:50

_id 0c91
authors Asanowicz, Aleksander
year 1997
title Computer - Tool vs. Medium
doi https://doi.org/10.52842/conf.ecaade.1997.x.b2e
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary We have arrived an important juncture in the history of computing in our profession: This history is long enough to reveal clear trends in the use of computing, but not long to institutionalize them. As computers peremate every area of architecture - from design and construction documents to project administration and site supervision - can “virtual practice” be far behind? In the old days, there were basically two ways of architects working. Under stress. Or under lots more stress. Over time, someone forwarded the radical motion that the job could be easier, you could actually get more work done. Architects still have been looking for ways to produce more work in less time. They need a more productive work environment. The ideal environment would integrate man and machine (computer) in total harmony. As more and more architects and firms invest more and more time, money, and effort into particular ways of using computers, these practices will become resistant to change. Now is the time to decide if computing is developing the way we think it should. Enabled and vastly accelerated by technology, and driven by imperatives for cost efficiency, flexibility, and responsiveness, work in the design sector is changing in every respect. It is stands to reason that architects must change too - on every level - not only by expanding the scope of their design concerns, but by altering design process. Very often we can read, that the recent new technologies, the availability of computers and software, imply that use of CAAD software in design office is growing enormously and computers really have changed the production of contract documents in architectural offices.
keywords Computers, CAAD, Cyberreal, Design, Interactive, Medium, Sketches, Tools, Virtual Reality
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/asan/asanowic.htm
last changed 2022/06/07 07:50

_id 8ec9
authors Asanowicz, Alexander
year 1997
title Incompatible Pencil - Chance for Changing in Design Process
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 93-101
summary The existing Caad systems limit designers creativity by constraining them to work with prototypes provided by the system's knowledge base. Most think of computers as drafting machines and consider CAAD models as merely proposals for future buildings. But this kind of thinking (computers as simple drafting machines) seems to be a way without future. New media demands new process and new process demands new media. We have to give some thougt to impact of CAAD on the design process and in which part of it CAAD can add new value. In this paper there will be considered two ways of using of computers. First - creation of architectural form in an architect's mind and projects visualisation with using renderings, animation and virtual reality. In the second part - computer techniques are investigated as a medium of creation. Unlike a conventional drawing the design object within computer has a life of its own. In computer space design and the final product are one. Computer creates environments for new kind of design activities. In fact, many dimensions of meaning in cyberspace have led to a cyberreal architecture that is sure to have dramatic consequences for the profession.
series AVOCAAD
last changed 2005/09/09 10:48

_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 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email
last changed 2003/11/21 15:16

_id ecfd
authors Breen, Jack
year 1997
title Virtual Horizons
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 109-124
summary This essay explores directions for Computer Aided Architectural Design. It focuses on the state of the 'art' in the Netherlands - a country which is renowned for a high density of planning, both in its cultivated landscapes and in its urban environments - and investigates in which ways computer aided techniques may be broadening the horizons of Dutch design practitioners and builders. An attempt is made to characterise recent developments within the architectural design community, with respect to the influence of (digital) design media on - stylistic - architectural developments and on the building methods of the nineties.
series AVOCAAD
last changed 2005/09/09 10:48

_id 848a
authors Caneparo, Luca
year 1997
title Shared Virtual Reality for Architectural Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 431-442
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large- scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality in that the experience of virtual spaces is no longer individual, but rather shared across the net with other users simultaneously connected. SVR offers an effective approach to Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to elaborate information across the networks.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id e292
authors Charitos, D. and Bridges, A.H.
year 1997
title On Architectural Design of Virtual Environments
source Design Studies, Vol.18, No. 2, 143-154
summary This paper considers the domains of architectural design and film theory for the purpose of informing the design of virtual environments (VEs). It is suggested that these domains may form a background for the consideration of possible metaphors for the design of VEs. Firstly, the paper investigates the relation between architecture and virtual reality technology, through the nature of drawings and virtual environments as means of representing three-dimensional spaces. Then, differences between VEs and physical environments (PEs) are identified for the purpose of understanding the intrinsic nature of VEs, by comparing them to our familiar everyday spatial experience. This step is considered essential in helping us understand how we might be able to develop an architectural conception of designing spaces, in the context of VEs. The paper then presents two directions towards informing VE design by means of theoretical and practical architectural design knowledge. Finally, the use of film-related studies is considered as a means of enhancing our conception of time and movement in VEs.
series journal paper
email
last changed 2003/04/23 15:50

_id 8956
authors Charitos, D. and Rutherford, P.
year 1997
title Ways of aiding navigation in VRML worlds
source Proceedings of the Sixth international EuropIA Conference, europia Production
summary This paper suggests ways of enhancing spatial awareness for the operator of a VRML world, in order to augment her performance, in terms of orientation and wayfinding. In essence, it draws from the fields of environmental cognition, architectural and urban design theories, in order to address the problem of designing VRML worlds, so as to aid the operator's spatial awareness. In addition, it explores the possible development of navigation aids for wayfinding, within such virtual environments. The inclusion of these navigation aids will be seen to have a direct bearing upon the spatial awareness of the designed VRML world.
series other
last changed 2003/04/23 15:14

_id 6496
authors Chen, Y.Z. and Maver, T.W.
year 1997
title Integrating Design Tools within a Human Collaborative Working
source The Int. Journal of Construction IT 5(2), pp. 47-73
summary This paper stresses the importance of establishing a collaborative working context as the basis for design integration. Within a virtual studio environment framework, a hybrid architecture for design tool integration is presented. Each design tool is wrapped as an autonomous service provider with its own data store; thus the project design data is physically distributed with the design tools. A global product model, which is augmented with meta-data description, is employed to provide a common vocabulary for communications and to assist the management of the distributed resources and activities. Collaboration-aware information is modelled and structured through the meta-data model and a tool model. Based on this, mechanisms for tool service coodination in varying modes are developed. It is then illustrated, through an implemented prototype system, how the integrated design tools might be used in human design work.
series journal paper
last changed 2003/05/15 21:45

_id maver_107
id maver_107
authors Chen, Yan and Maver, Tom W.
year 1997
title Integrating Design Tools within a Human Collaborative Working Context
source International Journal of Construction IT, Vol5, No 2, pp 35-53
summary Integrating design tools has been an important research subject. The work to be reported in this paper differs from many previous efforts in that it not only tackles tool-tool interoperation, but also does so within a human collaborative working context We suggest that design integration support should include not only tool interoperability, but also mechanisms for co-ordinate and control the tool use. We also argue that the higher-level management support should include not only formalised and automated mechanisms, but also semi-automated and even informal mechanisms for human designers to directly interact with each other. Within a collaborative working framework, we'll present a hybrid architecture for tool integration, in which the human designers and the design tools are assumed to be distributed while the management is centralised. In this approach, each design tool is wrapped as an autonomous service provider with its own data store; thus the project design data is physically distributed with the design tools. A meta-data augmented product model, which populates a central meta-data repository serving as a "map" for locating the distributed design objects, is devised to provide a common vocabulary for communications and to assist the management of the distributed resources and activities. A design object broker is used to mediate among the distributed tools, and the central meta-data repository. The reported work has been part of a collaborative design system called virtual studio environment We'll illustrate how the integrated design tools might be used in human design work within the virtual studio environment.
series other
email
last changed 2003/09/03 15:36

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a58d
authors Cicognani, Anna
year 1997
title On the linguistic nature of Cyberspace and Virtual Communities
source CM Special Journal Issue. Edited by Dave Snowdon, Nottingham: Submitted
summary This paper argues for a linguistic explanation of the nature of Virtual Communities. Virtual Communities develop and grow in electronic space, or 'cyberspace'. Authors such as Benedikt Meyrowitz and Mitchell have theorised about the nature of electronic space whilst Lefebvre, Popper, Hakim Bey (aka Lamborn Wilson) and Kuhn have theorised more generally about the nature of space. Extending this tradition and the works of these authors, this paper presents a language based perspective on the nature of electronic spaces. Behaviour in cyberspace is based on and regulated by hardware, software tools and interfaces. A definition of electronic space cannot be given beyond its linguistic characteristics, which underlie and sustain it. The author believes that the more users and developers understand the relationship between language and cyberspace, the more they will be able to use specific metaphors for dwelling and inhabiting it. In particular, MUDs/MOOs and the Web are interesting places for testing and observing social behaviours and dynamics.
series journal paper
email
last changed 2003/04/23 15:50

_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 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 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

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