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 96

_id a15e
authors Dijkstra, J. and Timmermans, H.J.P.
year 1998
title Conjoint Analysis and Virtual Reality - A Review
source Timmermans (ed.), 4 Ih Design and Decision Support Systems in Architecture and Urban Planning Conference.
summary This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and evaluation of design alternatives. A virtual environment model and dynamic virtual objects representing the different design aspects of interest can present a design. The different design aspects are called attributes. Each attribute level is a different state of the concerned virtual object. In the case of a virtual walk through a building design, the system can be viewed as a visual simulation of the environment. The CA&VR system has the potential advantage that individuals' preferences can be measured in designed hypothetical choice situations. As part of the ongoing research project, principles underlying the CA&VR system will be illustrated by simple examples. The status of this research project, both in retrospect and in prospect will be described.
series other
last changed 2003/04/23 15:50

_id ddss9818
id ddss9818
authors Dijkstra, Jan and Timmermans, Harry J.P.
year 1998
title Conjoint Analysis and Virtual Reality – a Review
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 describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and evaluation of design alternatives. A virtual environment model and dynamic virtual objects representing the different design aspects of interest can present a design. The different design aspects are called attributes. Each attribute level is a different state of the concerned virtual object. In the case of a virtual walk through a building design, the system can be viewed as a visual simulation of the environment. The CA&VR system has the potential advantage that individuals’ preferences can be measured indesigned hypothetical choice situations. As part of the ongoing research project, principles underlying the CA&VR system will be illustrated by simple examples. The status of this research project, both in retrospect and in prospect will be described.
series DDSS
last changed 2003/08/07 16:36

_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 7561
authors Streitz, N. A., Gei_ler, J. and Holmer, T.
year 1998
title Roomware for Cooperative Buildings: Integrated Design of Architectural Spaces and Information Spaces
source N.A. Streitz, S. Konomi, and H-J Burkhardt (eds), Cooperative Buildings: Integrating Information, Organization, and Architecture, Proceedings of CoBuild‘98, Springer, pp. 4-21
summary In this paper, we introduce the concepts of "cooperative buildings" and "roomware" and place them in the context of the integrated design of real, physical, resp. architectural spaces and virtual, resp. digital information spaces. By "roomware" we mean computer-augmented things in rooms, like doors, walls, furniture, and others. The general approach is detailed via examples from the i-LAND project where we develop several "roomware" components in order to realize an interactive information and cooperation landscape, e.g. an innovative work environment for creativity teams. We describe the current realization of i-LAND which includes an interactive electronic wall, an interactive table, computer-augmented chairs, and a mechanism for assigning physical objects as representatives of information objects in the virtual world.
series other
last changed 2003/04/23 15:50

_id 1d83
authors Dodge, M., Doyle, S. and Smith, A.
year 1998
title Visual Communication in Urban Planning and Urban Design
source Working Paper 2; Centre for Advanced Spatial Analysis Working Papers; London; June 1998
summary This Case Study documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web (WWW). First, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. The use of Virtual Worlds and their role in visualising urban form within multi-user environments is reviewed. The use of Virtual Worlds is developed into a study of the possibilities and limitations of Virtual Internet Design Arena's (ViDA's), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDA's is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan. Secondly, the role of photorealistic media in the process of communicating plans is examined. The process of creating photorealistic media is documented, and examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is that, although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling in the creation of Augmented Reality is reviewed. Augmented Reality is seen to provide an important step forward in the ability quickly and easily to visualise urban planning and urban design information. Third, the role of visual communication of planning data through GIS is examined in terms of desktop, three dimensional, and Internet based GIS. The evolution to Internet GIS is seen as a critical component in the development of virtual cities that will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality. Finally, a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design.
series other
last changed 2003/04/23 15:50

_id ddss9835
id ddss9835
authors Langelaan, J. Willem R.
year 1998
title Criteria for an object oriented library system of high–level parametric CADelements
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 subject of this paper is the development of criteria and specifications for an object oriented library system of high–level parametric elements that have an integrated 2D and 3D representation. High–levelelements are virtual representations of architectural elements such as windows, doors, etc. High–level parametric elements need few components to be flexible and easily customizable. The generalization ofeach element by its characteristic parts results in a substantial reduction in the number of polygons that must be processed by the computer during the 3D transformation, graphically clean 3D images and low demandon user intervention. Gestalt theory emphasizes the importance of contour lines for the perception of an element. The “minimalist” symbolic representation will simplify contour lines that enhance perception. Theinherent flexibility and functionality of object oriented elements are augmented when the elements are rigorously developed as an object oriented library system, with classes and sub-classes of elements whichinherit characteristics of the parent–class. Attribute values of a parent–class give the user global control over all instances of that class and its sub–classes in the model’s database. The concepts which SystemsTheory uses for making an abstraction of reality are analogous to the concepts used in object oriented programming. This paper describes how Systems Theory is used as tool to develop high–level parametric elements as a functionally and computationally efficient library system.
series DDSS
last changed 2003/08/07 16:36

_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 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 ddss9802
id ddss9802
authors Akin, O., Aygen, Z., Cumming, M., Donia, M., Sen, R. and Zhang, Y.
year 1998
title Computational Specification of Building Requirements in theEarly Stages of 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 We have been exploring computational techniques to help building designers to specify design requirements during the early stages of design. In the past, little has been accomplished in this area either in terms of innovative computational technologies or the improvement of design performance.The prospect of improving design productivity and creating a seamless process between requirements specification and formal design are our primary motivations. This research has been conducted as partof a larger project entitled SEED (Software Environment to Support Early Phases in Building Design). SEED features an open-ended modular architecture, where each module provides support for a design activity that takes place in early design stages. Each module is supported by a database to store and retrieve information, as well as a user interface to support the interaction with designers. The module described in this paper, SEED-Pro (the architectural programming module of SEED), is a workingprototype for building design requirements specification. It can be used by other modules in SEED or by design systems in other domains, such as mechanical engineering, civil engineering, industrial designand electrical engineering. Our approach to SEED-Pro is divided into two phases: core, and support functionalities. The core functionalities operate in an interactive mode relying on a case-based approach to retrieve and adapt complex specification records to the problem at hand. The supportfunctionalities include the case-base, the data-base, and the standards processing environment for building specification tasks. Our findings indicate that SEED-Pro: (1) is a tool that structures the unstructured domain of design requirements; (2) enables the integration of design requirements with the rest of the design process, (3) leads to the creation of complex case-bases and (4) enables the observation of their performance in the context of real world design problems.
series DDSS
last changed 2003/11/21 15:15

_id 6afb
authors Chan, R., Jepson, W. and Friedmann, S.
year 1998
title Urban Simulation: An Innovative Tool for Interactive Planning and Consensus Building
source Proceedings of the 1998 National Planning Conference, American Planning Association, ACIP Press
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
more http://www.asu.edu/caed/proceedings98/Chan/chan.html
last changed 2001/06/04 20:27

_id 6a78
authors Chastain, Thomas and Elliott, Ame
year 1998
title Cultivating Design Competence: Online Support for the Beginning Design Studio
doi https://doi.org/10.52842/conf.acadia.1998.290
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. 290-299
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking–forming the basis of thinking “like a designer.” Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series ACADIA
email
last changed 2022/06/07 07:55

_id 57
authors Chernobilsky, Lilia B. and Arturo F. Montagu
year 1998
title Desarrollo de un Sistema de Informacion de Infraestructura Edilicia (Development of an Information system of Municipal Infrastructure)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 426-431
summary The Information System of Building Components -ISBC, consists of a set of activities to control the graphic data operation procedures of building plans and its storage in a data base. The system is specially prepared to be used by architects, engineers and cad operators who are dealing with a continuous flow of design problems, regarding the permanent adaptation and modification of office's layout in a great amount of buildings around the country. These constant changes bring out several types of architectural design problems that should be taken into consideration by the proposed system, particularly the reallocation of office furniture and the modification of building components. Therefore, the principal goal of the system is based on the inquiry and permanently updating of the data base composed by: furniture, technical equipment (computers and telecommunications networks), lights, air-conditioning, sanitary equipments and any other equipment that can be inventoried. The generation and operation of great amount of graphics and alphanumerical information bring out severe data inconsistency problems, particularly when graphic data is envolved. The task of "feeding" and modifying a data base produces errors that aren't easy to solve, even when specific consistency procedures are used. The ISBC provides the computer routines for the initial task of building up the required data base of each building, allowing to use an interactive algorithm among the digitized plans of each office and the data base of the enquiry system. An additional operation included in the system allows to compute the area of each section of the building in order to calculate several types of working spaces regarding ergonomical and functional performance specifications established by law regulations.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 624d
authors Coors, V. and Wiedmann, B.
year 1998
title Using Wearable GIS in outdoor applications
source Proceedings of the Symposium on Interactive Applications for Mobile Computing, IMC’98, Rostock, Germany, November 1998
summary Geographic Information Systems (GIS) are tools for acquiring, managing, analyzing, and presenting spatially related information. GIS represent parts of our world by digital maps or images. They facilitate the access to multimedial data using criteria such as geographic location or spatial proximity. Today, GIS are being used in all areas where spatial data need to be managed and analyzed. Three major application areas of GIS technology are - public administration, where GIS are used to generate and update spatially related data, - planning, where GIS support spatial decisions, e. g. in urban and regional planning, - research, where GIS help to analyze and describe spatial processes, e.g. in electoral research and environmental management.
series other
last changed 2003/04/23 15:50

_id ddss9815
id ddss9815
authors Cutler, Lorraine M.
year 1998
title Prototypical Laboratory Design to Support Learning and Teaching
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 Collaboration between designers and scientists is an unusual combination to undertake the prototypical design of a teaching laboratory funded by Howard Hughes Medical Institute. The zoologists are developing a cooperative learning and interactive teaching pedagogy to make learningscience a process of critical inquiry and discovery. The industrial and interior designers are paying attention to the design issues of function and environmental support for teaching and doing the work required in a three-hour, hands-on beginning science learning space. Using both qualitative andquantitative research methods, the designers are able to determine a framework for making design decisions in prototypical beginning science environments. This framework is being developed as a guideline for designing similar environments at other institutions of higher learning. Videotape analysis precedes the research to uncover the underlying problems of the existing space and to formulate the questions for the research. Elements of a case study and an evaluative study integratewith the design process to form the basis of an intensive investigation of design issues for a beginning science teaching laboratory. Using two pretests as a baseline, the posttest data evaluates the success orfailure of the prototypical design. Both the pretests and the posttest evaluate the physical attributes of the old and new learning environment related to a beginning laboratory course in Zoology at Arizona State University.
series DDSS
last changed 2003/08/07 16:36

_id 45
authors D. I. Fernadez Prato. D. I. Beatriz Gal·n
year 1998
title El Impacto de la Informatica Sobre el Mundo de los Objetos Cotidianos (The Impact of Computing on the World's Daily Objects)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 336-341
summary The computer impact over daily objects world: methodological reflection from the Philips design team workshop "Vision of the Future".The impact of computers in the industrial design world is often limited to the condition of tool, used in the conception process, and, in a minor scale, it is shown integrating and reprocessing the objects, and the every day rituals that nourish them. The integration of microelectronics into the world of objects has been given theoric basement by those who are responsible for technological development (which we describe in this work), displaying several trends tendencies towards interactive, flexibility and, dematerialization and loss of leading role of the object by its integration in the net. The "Vision of the Future" experience, accomplished by the Philips design team, is a look, from the point of view of design, about this subject. The exploration of this new experience through the world of the objects of the future, shows us that the technologies are far away from dematerializing culture, and even threat the leading role of the object. Many of the products that are studied in Philips work-shop, are recreations of old objects but with new functional possibilities. We can see that, although technology allows rituals to be destroyed, yet they preserve themselves deflecting the logical evolution of technology. In this study, we display a methodology to generate interactive objects, following the most significant examples of the work we studied.
series SIGRADI
email
last changed 2016/03/10 09:50

_id ga0021
id ga0021
authors Eacott, John
year 2000
title Generative music composition in practice - a critical evaluation
source International Conference on Generative Art
summary This critical evaluation will discuss 4 computer based musical works which, for reasons I shall explain, I describe as non-linear or generative. The works have been constructed by me and publicly performed or exhibited during a two year period from October 1998 to October 2000. ‘In the beginning…’ interactive music installation, strangeAttraction, Morley Gallery, London. July 1999 ‘jnrtv’ live generative dance music May 1999 to Dec 2000 ‘jazz’ interactive music installation, another strangeAttraction Morley Gallery, London. July 2000-09-26 ‘the street’ architectural interactive music installation, University of Westminster Oct 2000 Introduction I have always loved the practice of composing, particularly when it means scoring a work to be played by a live ensemble. There is something about taking a fresh sheet of manuscript , ruling the bar lines, adding clefs, key and time signatures and beginning the gradual process of adding notes, one at a time to the score until it is complete that is gratifying and compensates for the enormous effort involved. The process of scoring however is actually one distinct act within the more general task of creating music. Recently, the notion of ‘composing’ has met challenges through an increased interest in non-linear compositional methods. It is actually the presence of Chaotic or uncontrolable elements which add real beauty to music and many if not all of the things we value. If we think of a sunset, waves lapping on the shore, plants, trees a human face and the sound of the human voice, these things are not perfect and more importantly perhaps, they are transient, constantly changing and evolving. Last year and again this year, I have organised an exhibition of interactive , non-linear music installations called 'strangeAttraction'. The title refers to what Edward Lorenz called a ‘strange attractor’ the phenomenon that despite vast degrees of Chaos and uncertainty within a system, there is a degree of predictability, the tendency for chaotic behaviour to ‘attract’ towards a probable set of outcomes. Composition that deals with 'attractors' or probable outcomes rather than specific details which are set in stone is an increasingly intriguing notion.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8ad1
authors Elsas, P.A. and Vergeest, J.S.M.
year 1998
title New functionality for computer-aided conceptual design: the displacement feature
source Design Studies 19 (1), pp. 81-102
summary Conceptual design using conventional 3D CAD systems is a controversial issue among industrial designers. Although one can produce complex, accurate, finished 3D models using these CAD systems, it is still difficult to use them during early, creative product design. In this paper, a method is described that allows the design of protrusions and depressions in sculptured surfaces in a flexible and interactive manner. Through interviews with industrial designers, the basic requirements for support of such functionality during conceptual design have been formulated. An implemented method based upon these requirements has been extensively evaluated by industrial designers, and these evaluations show that industrial designers find this functionality extremely useful during conceptual shape design.
series journal paper
last changed 2003/04/23 15:50

_id ga9802
id ga9802
authors Frazer, J.H.
year 1998
title MACROGENESIS: Generative Design at the Urban Scale
source International Conference on Generative Art
summary This is a reflective paper indicating key points in the author’s involvement in generative design. Selected work is summarised in a series of snapshots of key developments. More recent evolutionary work is explained more fully including the "Groningen Experiment" which applied generative ideas to an interactive city planning model for Groningen that enabled citizen interaction with a generative model. The project has now been relocated in the School of Design, the Hong Kong Polytechnic University where the work is being expanded into the realm of industrial design and graphics.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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
doi https://doi.org/10.52842/conf.caadria.1998.163
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
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 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

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