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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_id a2b0
id a2b0
authors Charitos, Dimitrios
year 1998
title The architectural aspect of designing space in virtual environments
source University of Strathclyde, Dept. of Architecure and Building Science
summary This thesis deals with the architectural aspect of virtual environment design. It aims at proposing a framework, which could inform the design of three-dimensional content for defining space in virtual environments, in order to aid navigation and wayfinding. The use of such a framework in the design of certain virtual environments is considered necessary for imposing a certain form and structure to our spatial experience in there.

Firstly, this thesis looks into literature from the fields of architectural and urban design theory, philosophy, environmental cognition, perceptual psychology and geography for the purpose of identifying a taxonomy of spatial elements and their structure in the real world, on the basis of the way that humans think about and remember real environments. Consequently, the taxonomy, proposed for space in the real world is adapted to the intrinsic characteristics of space in virtual environments, on the basis of human factors aspects of virtual reality technology. As a result, the thesis proposes a hypothetical framework consisting of a taxonomy of spatial and space-establishing elements that a virtual environment may comprise and of the possible structure of these elements.

Following this framework, several pilot virtual environments are designed, for the purpose of identifying key design issues for evaluation. As it was impossible to evaluate the whole framework, six specific design issues, which have important implications for the design of space in virtual environments, are investigated by experimental methods of research. Apart from providing answers to these specific design issues, the experimental phase leads to a better understanding of the nature of space in virtual environments and to several hypotheses for future empirical research.

series thesis:PhD
email
last changed 2003/10/29 21:37

_id de62
authors Eriksson, Joakim
year 1998
title Planning of Environments for People with Physical Disabilities Using Computer Aided Design
source Lund Institute of Technology, School of Architecture
summary In the area of environment adaptations for people with physical disabilities, it is of vital importance that the design is optimized considering the human-environment interactions. All involved persons in such a planning process must be given sufficient support in understanding the information, so that everyone can participate actively. There is an apparent risk that discussions will be kept between experts, due to difficulties in understanding the complex and technical adaptation issues. This thesis investigates the use of computer-based tools for planning/designing environments for physically disabled people. A software prototype, and a method to use such a tool in the planning process, was developed and evaluated, based on the findings from six case studies of real planning situations. The case studies indicated that although such a tool would support the design, as well as the dialog between the participants, a certain level of technical and economical efficiency must be obtained. To facilitate the professional planner's work, an important issue is to maintain a large library of 3D objects. With the latest prototype implementation, it was found that such a planning tool can be produced, even when using consumer-oriented computers. One previous critical factor, interactive manipulation of 3D objects, can now be achieved if utilizing modern graphic cards with 3D acceleration. A usability test was performed to evaluate the prototype's basic operations, involving two groups of future users: five occupational therapist students, and four persons with major physical impairments. It was found that although the usability was satisfactory for the basic tasks, several items needed to be improved or added in future versions. It is important with an integrated support for manikins, in order to evaluate, e.g., wheelchair accessibility, reach ability, positioning of handrails, etc. This thesis reviews and compiles published anthropometrical and biomechanical data into a uniform segment-by-segment structure, in order to aid the design and modifications of manikins. The compilation was implemented as a spreadsheet document. An MRI investigation of the neck-shoulder region was performed on 20 healthy Scandinavian, female volunteers, measuring various musculoskeletal properties. These measurements can be used for further refinements of manikin specifications and biomechanical models.
keywords Rehabilitation; Disability; Adaptation; Participatory Planning; Design Tool; 3D Graphics; Computer Aided Design; Virtual Reality; Manikin; Anthropometry; Biomechanics; Magnetic Resonance Imaging; Cervical Spine Kinematics
series thesis:PhD
email
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_250.html
last changed 2003/02/26 09:21

_id 451d
authors Strong, James and Woodbury, Robert F.
year 1998
title Psyberdesign: Designing the Cognitive Spaces of Virtual Environments
doi https://doi.org/10.52842/conf.acadia.1998.276
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. 276-288
summary Increasingly, we find ourselves spending more time on a daily basis engaged in a variety of virtual environments, ranging from those discovered when using the stand-alone computer, to more complex distributed networks such as the World Wide Web. Virtual environments are not restricted to the popular and hyped notion of immersive Virtual Reality systems, though, in immersion, such systems provide a dimension of experience sorely lacking in most human-computer interfaces. The design of a diverse range of virtual environments, from textual through to three dimensional, would seem to require insight from those who habitually create immersive experiences, whether real or virtual. The former include architects, the latter the authors of computer games. Virtual environments such as the Internet, and the World Wide Web in particular, are becoming increasingly confusing to navigate. Exploratory behaviour in these environments requires extensive cognitive effort, and often results in disorientation and a sense of anxiety. This paper attempts to address issues of cognitive mapping in virtual environment design, and the exciting role that architects should occupy in the creation of better virtual environments. A virtual environment tool, called WOMBAT, has been developed to discover more about the relationship between real environment and virtual environment navigation and cognitive mapping, and consequently the degree to which concepts and theories from real environment design and cognitive mapping research can be translated to the virtual environment domain. Both a natural environment and an information environment are being investigated using WOMBAT, with the primary interest being the cognitive mapping and wayfinding activities that are exhibited during exploration.

series ACADIA
email
last changed 2022/06/07 07:56

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 94ea
authors Youngblut, C.
year 1998
title Educational Uses of Virtual Reality Technology
source Institute for Defence Analyses, Washington 1998
summary Educating current and future generations of American children to live in an information society is a critical issue. It is compounded by the recognized need to provide life-long education for all citizens and to support a flexible workforce. Virtual reality (VR) technology has been widely proposed as a major technological advance that can offer significant support for such education. There are several ways in which VR technology is expected to facilitate learning. One of its unique capabilities is the ability to allow students to visualize abstract concepts, to observe events at atomic or planetary scales, and to visit environments and interact with events that distance, time, or safety factors make unavailable. The types of activities supported by this capability facilitate current educational thinking that students are better able to master, retain, and generalize new knowledge when they are actively involved in constructing that knowledge in a learning-by-doing situation. The potential of VR technology for supporting education is widely recognized. Several programs designed to introduce large numbers of students and teachers to the technology have been established, a number of academic institutions have developed research programs to investigate key issues, and some public schools are evaluating the technology.
series other
last changed 2003/04/23 15:50

_id 4
authors Bollinger, Elizabeth and Alvarado, Rodrigo Garcia
year 1998
title Archetypes as Precedent of Virtual Architectures
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 32-35
summary Archetypes are psychological concepts described by the renowned Swiss psychologist Cari Jung. It is possible identify archetypal forms in eminent buildings of different regions and ages, recognizing archetypes as a multi-cultural liaison for various architectures. These concepts function as basic precedents of spatial design in different geographical and historical contexts. The emerging digital culture is establishing a plethora of virtual environments, through web-pages of the Internet, global TV, multimedia CD, video games and immersive devices. These virtual environments offer electronic activities and tools for architectural practice. In both senses, virtual architectures conforms to the visual and spatial characteristics of technologies. Thus, electronic capabilities establish digital habitats and references to contemporary architecture. Since virtual architectures are immaterial constructions, perceptual properties guide the spatial and formal design. In that sense, archetypes allow a basic vocabulary for the design of virtual architectures, linking them to cultural history and giving them a human orientation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id bb72
authors Bourdot, P., Krus, M., Gherbi, R.
year 1998
title Cooperation Between Reactive 3D Objects and a Multimodal X Window Kernel for CAD
source Bunt, H., Beun, R.J., Borghuis, T. (Eds.). Multimodal Human-Computer Communication : Systems, Techniques, and Experiments. Berlin : Springer
summary From the early steps of sketching to final engineering, a frequent and very important activity in designing objects is to perform graphical and spatial simulations to solve the constraints on the objects which are being designed. But when we analyse work situations involving the use of CAD systems, it is today an acknowledged fact that these tools are not helpful to perform these types of simulations. While knowledge modeling based on form feature concepts already offers some possibilities for attaching behaviour to objects, the simulation activity requires in addition a `real time' and `intelligent' management of the interactions between the 3D virtual objects and the CAD user. Our general purpose is to study how future CAD systems could be improved to achieve the simulation steps of object design. In this context we present some issues concerning the cooperation between a model of reactive 3D objects and a multimodal X Window kernel. We have developed a prototype of a system where objects with reactive behaviour can be built, and with which the user can interact with a combination of graphical actions and vocal commands. This prototype is used to evaluate the feasability and the usefulness of the integration of such techniques in futur applications that would be used by object designers in a real working context. We describe the current state of this system and the planned improvements.
series other
last changed 2003/11/21 15:16

_id 032b
authors Cicognani, Anna
year 1998
title A linguistic characterisation of design in text-based virtual worlds
source University of Sydney
summary In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be constructed following an architectural design metaphor. This metaphor provides a framework for the organisation of virtual entity relationships, and for the choice of words used to design. A linguistic characterisation is presented, by means of design activities, prototypes and scenarios, which derive from the architectural design metaphor. The characterisation of design is then validated by the analysis of an existing text-based virtual world.
keywords Virtual Reality; Human-Computer Interaction; Computer-Aided Design; Programming Languages (Electronic Computers); Semantics; Programming Languages (Electronic Computers); Design
series thesis:PhD
email
last changed 2003/02/12 22:37

_id diss_prothero
id diss_prothero
authors Prothero, Jerrold D.
year 1998
title The Role of Rest Frames in Vection, Presence and Motion Sickness
source University of Washington, HIT-Lab
summary A framework is presented for comprehending partly participants' spatial percep- tion in virtual environments. Speci c hypotheses derived from that framework in- clude: simulator sickness should be reducible through visual background manipula- tions; and the sense of presence, or of \being in" a virtual environment, should be increased by manipulations that facilitate perception of a virtual scene as a perceptual rest frame. Experiments to assess the simulator sickness reduction hypothesis demon- strated that congruence between the visual background and inertial cues decreased reported simulator sickness and per-exposure postural instability. Experiments to assess the presence hypothesis used two measures: self-reported presence and visual- inertial nulling. Results indicated that a meaningful virtual scene, as opposed to a random one, increased both reported presence and the level of inertial motion re- quired to overcome perceived self-motion elicited by scene motion. The simulator sickness research implies that visual background manipulations may be a means to reduce the prevalent unwanted side-e ects of simulators. The presence research intro- duces a procedure, possibly based on brain-stem level neural processing, to measure the salience of virtual environments. Both lines of research are central to developing e ective virtual interfaces which have the potential to increase the human-computer bandwidth, and thus to partially address the information explosion.
series thesis:MSc
more http://www.hitl.washington.edu/publications/r-98-11/
last changed 2003/11/28 07:35

_id bcdc
authors Streitz, Norbert A.
year 1998
title Integrated Design of Real Architectural Spaces and Virtual Information Spaces
source Proceedings of ACM CHI 98 Conference on Human Factors in ComputingSystems (Summary) 1998 v.2 pp. 263-264
summary This paper presents an introduction to the Suite "Integrated design of real architectural spaces and virtual information spaces". It discusses the affordances of architectural spaces serving as information spaces and vice versa. As a consequence, it argues for a two-way augmentation of these two worlds were are living in. It concludes with an overview of the papers of this Suite.
keywords Augmented Reality; Physical Space; Architecture; Virtual Space; Ambient Information; Workspace Design
series other
last changed 2002/07/07 16:01

_id 10f9
authors Kvan, Th., West, R. and Vera, A.
year 1998
title Tools and Channels of Communication
source International Journal of Virtual Reality, 3:3, 1998, pp. 21-33
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords Expertise; Collaboration; Novice
series journal paper
email
last changed 2002/11/15 18:29

_id 0e29
authors Mahdavi, A.
year 1998
title Computational decision support and the building delivery process: a necessary dialogue
source Automation in Construction 7 (2-3) (1998) pp. 205-211
summary The current critical discourse of computational design support systems (particularly building performance modeling tools) focuses more often than not on the `endogenous' system problems, that is deficiencies in user communication, absence of integration, and the `black-box' character of the underlying computational routines. As a result of this mostly valid criticism, work has been initiated in various quarters to improve modeling-based decision support environments. This paper argues that parallel efforts are needed to address other factors that go beyond the immediate technical realm of tool-making and involve matters pertaining to issues of building design and construction process at large. The building delivery process has traditionally been regarded as a discrete and sequential set of activities. This state of affairs is the result of a historical evolution driven by many factors, one of which might be the necessity to organize the activities for the purpose of establishing a professional fee structure that is commensurate with the scope of work and level of accountability or responsibility. However, within the context of rapidly changing building technologies, production processes, and knowledge transfer mechanisms, the existing procedural framework no longer seems capable of meeting the increasingly complex demands associated with the creation of the built environment. While the technical capabilities of decision support tools are expanding, they still fall short of challenging the very logic of the often nonintegrated processes they are designated to support. It may be understandable that, as compared to tools, processes tend to be more resilient to structural changes because of their inherent communicative nature, evolved over time through general acceptance and consensus. This paper argues, however, that careful study of the necessary conditions under which significant structural changes in the building delivery process would evolve, can effectively inform the developmental strategies in computational design support toward anticipation and encouragement of such changes.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c7a3
authors Witmer, Bob and Singer, Michael
year 1998
title Measuring Presence in Virtual Environments
source Presence Vol. 7 No. 3, MIT Press
summary The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: (1) the PQ and ITQ are internally consistent measures with high reliability; (2) there is a weak but consistent positive relation between presence and task performance in VEs; (3) individual tendencies as measured by the ITQ predict presence as measured by the PQ; and (4) individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
series journal paper
last changed 2003/04/23 15:50

_id a841
authors Brady, Darlene A.
year 1998
title Premise & Process: The Pedagogical Implications of Computing in Design
doi https://doi.org/10.52842/conf.ecaade.1998.031.2
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 31-39
summary Form is capable of communicating a profound idea only when it is linked to a more essential metaphorical intention. The design studio is a forum for addressing this relationship of idea and the means of expression. Computing offers the potential to enhance the design enquiry, but issues of how and when to integrate computer applications in the studio have significant pedagogical implications. It not only has an impact on the size, complexity and number of design projects, but also on whether architectural ideas or computer technology is the content of the studio. It is important to distinguish between the computer image and the process used to achieve the final result. Many computer-based studios focus on the final product which encourages technology to drive design. This paper addresses how design issues can determine the use of technology so that design ideas and computing can reinforce each other, rather than be competing issues. It examines how the unique strengths of computer modeling and animation is used to explore the relationship between visual expression and intention via the issues of metaphor, tectonic color, context and kinetics in several of my graduate and upper-level undergraduate computer-based design studios in the School of Architecture at the University of Illinois at Urbana-Champaign (UI-UC). The studio topics are diverse in nature and include Normative Studio: Prototype as Formgiver; Urban Issues: Context, Color & Kinetics; and Virtual Metaphors: Literature as Formgiver.

series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:54

_id c11a
authors Campbell, D.A.
year 1998
title VRML In Architectural Construction Documents: A Case Study
source VRML 98 Monterey - Proceedings of the 1998 VRML Conference, pp. 115-120
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect's design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. Finally, we suggest ways to enhance the VRML specification which would enable its widespread use as a communication tool in the design and construction industries. CR Categories and Subject Descriptors: 1.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, surface, solid, and object representations; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality; J-6. [Computer Applications]: Computer-aided Engineering - Computer-aided design (CAD), Computer-aided manufacturing (CAM). Additional Keywords: architecture, construction, AEC, design, construction documentation, specifications, Internet, extranet, World Wide Web, VRML, virtual worlds, virtual environments
series other
email
last changed 2003/04/23 15:50

_id c721
authors Dauner, J., Landauer, E. and Fraunhofer, I.
year 1998
title 3D Product Presentation Online: The Virtual Design Exhibition
source VRML 98 - Third Symposium on the Virtual Reality Modeling Language. S. N. Spencer. Monterey, CA, ACM: 57-62
summary VRML offers a high potential for product presentation: Instead of regarding flat, static pictures, configurable and animated 3D models embedded in entertaining environments provide a new way of product presentation. But seriously using VRML for this application domain means facing several challenges. We discuss these issues by using the Virtual Design Exhibition as a showcase. In this exhibition seven interior design companies show products with high aesthetic quality. We discuss how these aesthetics influence the VRML presentation and give some guidelines resulting from our experience. CR Categories and Subject Descriptors: H.5.1 [Information Interfaces and Presentation] Multimedia Information; Systems - Artificial realities H.5.2 [Information Interfaces and Presentation] User Interfaces - Screen design; I.3.6 [Computer Graphics] Methodology and Techniques - Interaction techniques
series other
last changed 2003/04/23 15:50

_id ecaadesigradi2019_474
id ecaadesigradi2019_474
authors Nunes de Vasconcelos, Guilherme, Malard, Maria Lucia, van Stralen, Mateus, Campomori, Maurício, Canavezzi de Abreu, Sandro, Lobosco, Tales, Flach Gomes, Isabella and Duarte Costa Lima, Lucas
year 2019
title Do we still need CAVEs?
doi https://doi.org/10.52842/conf.ecaade.2019.3.133
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 133-142
summary This paper discusses the relevance of CAVE systems in comparison with virtual and augmented reality head-mounted displays in terms of immersion experience, costs, maintenance, ease to use, interactivity, and social interaction. It is based on a comparative study of a systematic literature review comprising the works available at CumInCAD and IEEE databases in the period from 1998-2018, and empirical data from technical visits made to five CAVEs in Europe. The discussion seeks to cover the limits of each technology and questions the need for CAVEs nowadays.
keywords CAVE; Virtual Reality; head mounted display; Augmented reality
series eCAADeSIGraDi
email
last changed 2022/06/07 08:00

_id ddss9811
id ddss9811
authors Barbanente, A., Conte, E. and Monno, V.
year 1998
title Changing trends and approaches in human and computer modelling for social housing policies
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 The paper discusses conceptual issues, goals and preliminary results of an on-going research which aims at building a Decision Support System for public housing environmental oriented maintenance and management in a city in Southern Italy, Bari. Traditional post-war Italian housing policies are compared with more recent approaches in the field, pointing out the change from quantitative, aggregated, more simple building problems and relatedapproaches to qualitative, differentiated, complex ones integrating social, economic and environmental dimensions with the aim of regenerating deteriorated residential areas. The paper claims for the need shift, both in the human and computer areas, from traditional quantitative models to new approaches able to manage also qualitative variables, temporal dynamics, emergencies, and intentionality, since they appear key aspects of the real world to be modelled. The housing estate of Bari and its needs of maintenance and management are examined, eliciting essential related knowledge using the interview technique. The clear orientation towards sustainable policies for urban regeneration, at a local, national, and Community level, is also considered. The innovative and collaborative nature of such policies and the attention to be paid to the social aspects ofthe problem require a complex DSS, integrating various kind of hypertexts, information systems and case-based fuzzy expert systems, whose main aims, functions, software and general organisation are outlined in the paper.
series DDSS
last changed 2003/11/21 15:16

_id maver_089
id maver_089
authors Chen, Y., Fram, I. and Maver, T.W.
year 1998
title A Virtual Studio Environment for Design Integration
source Advances in Engineering Software, vol 29, No 10, 787-800
summary In this paper the authors attempt to stress the social dimension of design and the role of explicit support for human-level interaction during design systems integration. A human-centred approach is proposed by taking design integration as the collaborative use of design artefacts, and a virtual studio environment (VSE) framework is presented as an integration vehicle to link the social and technical dimensions. A VSE consists of two subsystems: the VSE base system and the domain resources. While common generic facilities for human-human interaction are embedded within the VSE base system, the domain-specific resources are loosely coupled into VSE via resource agents. A VSE prototype for the domain of building design is described, and a demonstration of the use of the VSE prototype is presented. This is then followed by some discussion on related research and further work.
keywords Design Integration, Collaborative Design, Human-Human Interaction, Virtual Design Studio, Building Design
series journal paper
email
last changed 2003/09/03 13:23

_id d44c
authors Cheng, N.
year 1998
title Digital Identity in the Virtual Design Studio
source Constructing Identity: the Associated Collegiate Schools of Architecture (ACSA) 56th Annual Meeting Proceedings, Cleveland, Ohio
summary Internet tools most effectively connect diverse groups when individuals involved experience vital human connections. Online strangers are pulled into a community in which they can see a friendly face in the crowded stream of information. Strong self expression engages an audience and can result in personal interactions which reward getting beyond the technology. A group of individual profiles can coalesce to give colorful definition to team biases, strengths and weaknesses. This paper examines how the expression of identity has been a critical factor in the success of Internet design collaborations. First, it provides context on how these projects can improve architectural education by increasing relevance. Second, it identifies opportunities for individual and team expression gathered from a series of annual international design exercises known as the Virtual Design Studio. Third, it explains strategies for fostering student expression and interaction. Finally, it cites areas for future investigation.
series other
last changed 2003/04/23 15:50

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