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 552

_id c88d
authors Dave, Bharat and Danahy, John
year 1998
title Virtual Study Abroad and Exchange Studio
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 100-115
doi https://doi.org/10.52842/conf.acadia.1998.100
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students’ city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives–a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.

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

_id ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 029f
authors Bermudez, Julio and King, Kevin
year 1998
title Media Interaction & Design Process: Establishing a Knowledge Base
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 6-25
doi https://doi.org/10.52842/conf.acadia.1998.006
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed ‘handmade’, ‘manual’, ‘material’ or ‘physical’. Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called ‘electronic’, ‘computer-aided’, ‘virtual’, etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper’s arguments.

series ACADIA
email
last changed 2022/06/07 07:52

_id 18
authors Castane, D., Leirado, E.R., Tessier, C. and Martinez.R.
year 1998
title El Docente y la Utilizacion de Sistemas Multimediales en Redes Telematicas Aplicados a la Ensenanza 3D en Diseno Arquitectonico (The Teacher and the use of Multimedia Systems in Telematicas Networks Applied to the Teaching of 3D in Architectonic Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 154-159
summary The remarkable advances in the technology of computer systems, including software, hardware, and networks, continuously give us new avenues to be utilized in education. The pedagogic strategy to be developed in the utilization of digital graphic systems applied to three-dimensional design in architecture (both in the design and virtual expression of objects or already designed architectural groups) is still changing with the times.Therefore, the Department, as an extension of its experience with this type of development and as a response to deal with special situations such as large numbers of students, develops this new proposal, which is currently being used. This project uses the implementation, structuring, and building of a virtual site as an informatics classroom, utilizing multimedia systems, to be used as a support for acquiring knowledge during the learning that takes place doing the coursework. This setting would allow for the feedback between the instructor and the student to be on-going, hence both groups being efficiently motivated through examples and opportunities of how to do the following: utilize appropriate technology, manipulate the right information, utilize the right kind of software programs and techniques, revamp the knowledge, and benefit from using the appropriate digital techniques for each specific case of architectural design and expression.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 05d5
authors Corrao, R. and Fulantelli, G.
year 1998
title Cognitive accessibility to information on the Web: insights from a system for teaching and learning Architecture through the Net
source AA VV, Towards an Accesible Web, Proceedings of the IV ERCIM Workshop “User Interfaces for All”, Långholmen-Stockholm
summary The question of accessibility to the Web takes on a special meaning in educational settings where access to information requires cognitive elaboration of the page contents. It is, therefore, a matter of "cognitive access" to the Web. The main efforts of the designers of Web Based Instruction (WBI) environments to encourage cognitive access are usually aimed at the organisation and presentation of Web documents and at specific cues which can improve the user's interaction, orientation and navigation through the pages. However, it is possible to improve this high-level access to the information by supporting study activities through specific "Working tools" which can be implemented in the Web environment. In this paper we report on the design solutions we have adopted to provide cognitive access to a WBI environment for university students studying Architecture and Town Planning. In particular, we introduce "Working tools" that can be used to support flexible and effective study activities. The adopted design solutions provide different classes of users (not only students) with different access facilities. Finally, it should be noted that the methodologies of the design of WBI systems should deal with this kind of high level access and support it through specific solutions at interface and implementation levels.
series other
last changed 2003/04/23 15:50

_id aac0
authors Garcia, Renato
year 1998
title Structural Feel or Feelings for Structure? - Stirring Emotions through the Computer Interface in Behaviour Analysis of Building Structures
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 163-171
doi https://doi.org/10.52842/conf.caadria.1998.163
summary The use of computers in the analysis of architectural structures has at present become indispensable and fairly routine. Researchers & professionals in architecture and engineering have taken advantage of current computer technology to develop richer and more comprehensive interactive interfaces in systems designed to analyse structural behaviour. This paper discusses a research project which attempts to further enrich such computer interfaces by embodying emotion or mood (affective) components into them and assessing the effects of incorporating these into multimodal learning modules for students of architecture at the University of Hong Kong. Computer structural analysis is most often used to determine the final state of a structure after full loading, but can also be used very ably to depict the time-history behaviour of a structure. The time-dependent nature of this process of behaviour provides an excellent opportunity to incorporate emotion cues for added emphasis and reinforcement. Studying time-history behaviour of structures is a vital part of classroom learning in structures and this why such emotion cues can have significant impact in such an environment. This is in contrast to the confines of professional engineering practices where these cues may not be as useful or desirable because oftentimes intermediate time history data is bypassed as a blackbox and focus is placed primarily on bottomline analysis results. The paper will discuss the fundamental basis for the establishment of emotional cues in this project as well as it's implementation-which consists mainly of two parts. The first involves 'personifying' the structure by putting in place a structure monitoring system analogous to human vital signs. The second involves setting up a 'ladder' of emotion states (which vary from feelings of serenity to those of extreme anxiety) mapped to the various states of a structures stability or condition. The paper will further elaborate on how this is achieved through the use of percussion, musical motifs, and chord progression in resonance with relevant graphical animations. Initially in this project, emotion cues were used to reinforce two structural behaviour tutoring systems developed by this author (3D Catenary Stuctures module & Plastic Behaviour of Semi-rigid Steel Frames module). These modules were ideal for implementing these cues because both depicted nonlinear structural behaviour in a mainly time-history oriented presentation. A brief demonstration of the actual learning modules used in the project study will also be presented together with a discussion of the assessment of it's effectiveness in actual classroom teaching.
keywords Affective Interfaces, Human-Computer Interaction, Computer-Aided-Engineering
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 807b
authors Kalisperis, Loukas N. and Pehlivanidou-Liakata, Anastasia
year 1998
title Architectural Design Studio: Digital and Traditional
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 73-81
doi https://doi.org/10.52842/conf.ecaade.1998.073
summary The nature of the task of representing architecture alters to reflect the state of architecture at each period of time. In simulating architecture, the necessary conversion from that which is inhabitable, experiential, functional, and at times, indescribable to an abstraction in an entirely different media is often an imperfect procedure that centers on its translation rather than the actual design. The objective in visualizing any architectural design is to achieve a situational awareness that allows for meaningful criticism of the design. Computer-aided three-dimensional (3D) visualization technology has made available new representation techniques. Surpassing the traditional means of graphic illustration and scaled models, this technology has been primarily developed to decrease the amount of abstraction between architecture and its documentation. The general objective of this paper is to present a study carried out over the last six years in which the progress of students in a traditional studio was compared to the progress of similar students in a digital studio. We have assessed the effects of the tools over the six-year period (24 different projects) by evaluating solution-generation in trial-and-error process and learning problem-solving strategies based on the Cognitive Flexibility Theory paradigm. Students using the digital studio were found to generate more and various solutions consistently.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:52

_id 4e6b
authors Kavakli, Manolya
year 1998
title An IT-based Strategy For Design Education: Knowledge Engineering
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 101-109
doi https://doi.org/10.52842/conf.ecaade.1998.101
summary University education is considered to be a "knowledge industry" in a knowledge society. In this paper we describe education as the knowledge transfer from one intelligent system to another, and draw upon the experience in Artificial Intelligence in order to apply it as an active knowledge acquisition strategy for the use of Human Intelligence. In current educational strategies, too often students are treated as passive recipients of knowledge unlike their counterparts (knowledge engineers) in Artificial Intelligence. In design education, we should be concerned with providing students the ability to extract the acquired knowledge from their teachers. In this paper, we put six hypotheses and prove each of them by discussing the methodology of Knowledge Acquisition to improve the process of design education. For an active learning strategy in Knowledge Acquisition, we turn to the wealth of experience made in Knowledge Engineering. In our analogy, we consider students to be Knowledge Engineers, designers to be Knowledge Based Systems, teachers to be the domain experts, and the learning process to equal the Knowledge Acquisition process in Expert System development. Thus, we suggest the use of Knowledge Engineering methods in the acquisition of design knowledge to build a knowledge base. A well-defined knowledge base represented in a Knowledge Based System can serve as a reasoning mechanism for the design actions that are unteachable in characteristics.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/16kavakli/index.htm
last changed 2022/06/07 07:52

_id 47
authors Pimentel, Diego and Mendez, Ricardo
year 1998
title Incorporacion de Nuevos Soportes Tecnologicos en la EnseÒanza del DiseÒo Grafico (Introduction of New Tecnologies of Supports in the Teaching of Graphic Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 350-357
summary Development of a methodological strategy for the inclusion of new communication digital media to the Design course pedagogical process. How to introduce to the Graphic Design degree learning an strategy that includes the new communication technological support. Development of a practical exercise with real implementation in a last generation media. Institutional FADU Website design. From pre-impression to the pixel.
series SIGRADI
last changed 2016/03/10 09:57

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
doi https://doi.org/10.52842/conf.ecaade.2001.192
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id 51
authors Rueda, Marta Adriana
year 1998
title Complementacion de Herramientas Digitales y Artesanales en los Procesos de Aprendizaje del Diseño Textil (Complementation de Digital and Manual Tools in the Processes of Learning Textile Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 380-387
summary The repetition of units for the configuration of one coherent and produced whole, is an included problem in most of the Design disciplines. In the case of Textile Design, both the surface decoration and the itself fabric construction are technologically conditioned from the industrial production, because it must be repeated the printed signs as much as the fabric structures that support it. In the formative process to the product textile design it is essential the training for the motives distribution in the bidimensional space. Because of that the experimentation volume that it is realized in the first levels of the design learning must cover all the operations to generate motives, to repeat it and to relate it, to establish the global structures and the possible languages to the configuration. The digital media as a complement of the traditional manual technical expand the experimental horizon and with it the students make a trip in all the possibilities of rhythms and technical and like this check at full speed the composition alternatives, just as change the relative positions of the parts, the contrast, tones, values, colors, stresses, textures, etc.
series SIGRADI
email
last changed 2016/03/10 09:59

_id cf9d
authors Yeung, C., Cheung, L., Yen, J. and Cheng, C.
year 1998
title Virtual Classroom for Architecture
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 93-102
doi https://doi.org/10.52842/conf.caadria.1998.093
summary Over the past few years, we have seen that the evolution of the Internet and World Wide Web technologies have significantly enhanced the global communication and collaboration. People, no matter where they are, are virtually getting closer and closer. The barriers that came from time and distance have been partially removed by the use of such technologies. Internet and WWW are not just technology, they are an environment or space. With such breakthrough in technologies, a new paradigm in education is there. The education very differently from what we have now. This paper presents an Internet-based environment to support teaching and learning in architecture education. We will discuss the design concept and how to integrate the technology and knowledge-based techniques to implement the learning environment for architecture students. Architecture is a very specific discipline which consists of the knowledge from arts, sciences, engineering, and more. One of the focuses in architecture education is to teach how to express and communicate design ideas with the multimedia or other technologies, such as, virtual reality (VR). A case study presented in this paper is about how to deliver and present the ancient Chinese temples and its bracket set systems from the server to the browsers to support distance teaching. That is, students and teachers may not be in the same location, but they are able to watch the same objects and to exchange ideas. We will discuss how to use multimedia technologies to illustrate how a temple and its bracket set differ from dynasties to dynasties and introduce its basic properties to the viewers. Moreover, we will discuss how we organize and handle 3-dimensional objects with such system. Many people are still arguing about whether Internet-based teaching or a real classroom setting is better. We are not implying that Internet-based teaching is superior or predicting that it will dominate the teaching in the near future. However, we strongly believe that it is just another alternative to express and represent architectural thinking to over some of the barriers that come from time and distance. We believe, that it is always true, that the Internet-based teaching may provide both teachers and learners greater flexibility and to support more International collaboration. That is, regardless where the students or teachers are, they can always participate in learning or teaching and make teaching and learning much more rich and interesting.
keywords Virtual Classroom
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

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

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
doi https://doi.org/10.52842/conf.ecaade.1999.453
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id ddss9827
id ddss9827
authors Heylighen, A., Segers, R. and Neuckermans, H.
year 1998
title Prototype of an Interactive Case Library for Architectural Design
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Architects acquire an important part of their design knowledge from existing designs. Specific design projects from the past form an indispensable source of information and inspiration. Hence the idea todevelop a digital library of design cases that can be easily accessed during design. The paper describes a recently developed prototype of such a case library, intended to assist architecture students in the studio,yet with the potential of expansion into the office setting. When students enrol into a design project, they usually receive a reader with some relevant examples. At first sight, the digital case library only seems torepresent these examples into another medium, yet there are some important differences between both. Unlike the reader, the library has at its core an indexing-system which allows the easy retrieval of relevantinformation. By labelling projects with several features and making links between similar designs, the tool supports both directed search and browsing. A second difference is that the library is interactive. Studentsare not only able to consult interesting examples, but also to add other projects they consider relevant, to make links between them, to create extra indices etc. Finally, the tool allows to combine several media andto create links to external information sources.
series DDSS
last changed 2003/08/07 16:36

_id ddss9837
id ddss9837
authors Liu, Yu-Tung and Bai, Rui-Yuan
year 1998
title The roles of virtual reality, image processing, and multimedia in thedesign of public spaces: 1997 Hsinchu Project
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments wasconducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
series DDSS
last changed 2003/08/07 16:36

_id 6f74
authors Norman, Richard
year 1998
title Teaching Computation for Design
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 115-122
doi https://doi.org/10.52842/conf.ecaade.1998.115
summary Modeling the formal idea has long been problematic in schools. Renaissance tools, however inspired by the invention of perspective, usually result in two-dimensional sketches. Cardboard and small pieces of wood occasionally become the three-dimensional media of first visualization in studios; modeling on the computer is a newer idea. This paper examines two experiments, one where design fundamentals and solid modeling are introduced in a common studio, the other where instruction is removed from the studio environment and made an adjunct elective. In the first case the course is an introduction to both design and computation, an electronic investigation of Paul Klee’s first principles: point, line, shape, form and space—adding, subtracting, rotating and multiplying objects using Beaux Arts principles to create the design. The result is architectural form-making that was not possible in the studio-past. The second case is a course which isolates computer instruction from the studio, making it a separate academic discipline. Fantasy projects then demonstrate computational principle, exploring pure form without burden of technical or social obligation that studio imposes; alternative methods are presented for introducing design computation to the architectural student.  

series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:58

_id caadria2006_633
id caadria2006_633
authors WAN-YU LIU
year 2006
title THE EMERGING DIGITAL STYLE: Attention shift in architectural style recognition
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 633-635
doi https://doi.org/10.52842/conf.caadria.2006.x.g4f
summary “Style” has long been an important index to observe the design thinking of designers in architecture. Gombrich (1968) defined style as a particular selection from the alternatives when doing things; Ackerman (1963) considered that a distiguishable ensemble of certain characteristics we call a style; Schapiro (1961) pointed out that style is constant forms, and sometimes the constant elements, qualities and expression; Kirsch (1998), Cha and Gero (1999) thought of style as a form element and shape pattern. As Simon and others referred to, style emerged from the process of problem solving, Chan (1994, 2001) ever devised a serious of experiments to set up the operational definitions of style, further five factors that relate to generating styles. Owing to that the greater part of sketches and drawings in the design process couldn’t be replaced by computer-aided design systems (Eisentraut, 1997), designers must shift between different problem-solving methods while facing different design problems. The purpose in this research is to discuss the influences of computer usage on style generation and style recognition: The employment of certain procedural factors that occurred in the design processes that using conventional media is different from the ones that using computer media? Do personal styles emerge while designers shifting between different media in the design processes? Does any unusual phenomenon emerge while accustomed CAD-systems designers recognizing a style?
series CAADRIA
email
last changed 2022/06/07 07:49

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 385-394
doi https://doi.org/10.52842/conf.caadria.1998.385
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

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