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

PDF papers
References

Hits 1 to 20 of 553

_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 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 04c9
authors Crandall, N.F. and Wallace , M.J. (ed.)
year 1998
title Work & Rewards in The Virtual Workplace
source Amacom
summary By now, telecommuting is a well-defined word in the corporate U.S. But how about frontline workplace? Or cyberlink workplace? Consultants Crandall and Wallace make convincing arguments about the efficacies of virtual work, and they outline detailed processes and qualifications for any organization contemplating such a move. In a very logical, almost scholarly, fashion, they define terms, explain implementation, demolish perceived and real obstacles, and prove their points via a few case histories. Yet this is not a cut-and-dried book, for the excitement of dramatic changes to our collective workplaces is captured in the descriptions. Chiat/Day assigns its employees a cell phone and a laptop, period. And at Ross Operating Valve, customers actually lead the creative design process. Job satisfaction? You bet. And a much more productive group of employees. Most important for companies interested in these virtual ideas will be the economics chapter, describing in black and white (and sometimes red) the costs involved.
series other
last changed 2003/04/23 15:14

_id e72f
authors Dorta, Tomás and LaLande, Philippe
year 1998
title The Impact of Virtual Reality on the Design Process
doi https://doi.org/10.52842/conf.acadia.1998.138
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. 138-163
summary Sketching, either hand or computer generated, along with other traditional visualization tools such as perspective drawing have difficulty in correctly representing three dimensional objects. Even physical models, in architecture, suffer in this regard because of inevitable scaling. The designer finds himself cut off from the reality of the object and is prone to misinterpretations of the object and its surrounding space and to resulting design errors. These are sometimes not perceived until too late, once the object has been constructed. Traditional tools use 2D media to represent 3D objects and only manage to introduce the third dimension in a limited manner (perspectives, not only tedious to construct, are static). This scenario affects the design process, particularly the cycle of proposal, verification and correction of design hypotheses as well as the cognitive aspects that condition the designer’s visualization of the designed object. In most cases, computer graphics mimic, through its interface, the traditional way of doing things. The architectural model is parametricized with little regard for visualization. No allowance is made for the change in the medium of graphic representation. Moreover, effort is not made to capitalize on the advantages of numerical calculation to propose new interfaces and new dimensions in object visualization. Virtual Reality (VR), seen not only as technology but as experience, brings the 3D object, abstractly viewed by traditional means, into clearer focus and provides us with these new dimensions. Errors due to abstracted representation are reduced since the interface is always three dimensional and the interactions intuitively made in real time thus allowing the designer to experience the presence of the designed object very quickly. At the École de design industriel of the Faculté d’aménagement, we have run tests using non-immersive VR–one passive (comprehension) and another active (design). This project, involving a group of 72 students during a period of six weeks (6h/week), aimed at analyzing the impact of VR as a visualization tool on the design process versus traditional tools. The results, described in this presentation, shed light on the effect of VR on the creative process as such, as well as on the quality of the results produced by that process.

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

_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 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 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 ab2e
authors Cheng, Nancy Yen-Wen
year 1998
title Wayfinding In Cyberspace - Negotiating Connections between Sites
doi https://doi.org/10.52842/conf.caadria.1998.083
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. 83-92
summary As the number of 3D virtual worlds grow, the distributed nature of the Internet will juxtapose many different kinds of spatial environments. Moving between these environments can be disorienting due to the lack of structural continuity. How can we create an easily navigable experience in a realm so different from the stable, natural world that we inhabit? This paper provides background about navigating virtual worlds, discusses the boundary gaps and describes efforts in how to bridge these gaps. Using examples from an academic exercise, archetypes of negotiated connections between sites are proposed.
keywords Electronic Design Media, Virtual Reality, Precedence and Prototypes
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id caadria2006_617
id caadria2006_617
authors CHING-CHIEN LIN
year 2006
title A GREATER SENSE OF PRESENCE: SPATIAL INTERFACE IN VR CAVE
doi https://doi.org/10.52842/conf.caadria.2006.x.j1m
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 617-619
summary Virtual environments are three–dimensional spaces presented visually. They combine the user’s experience and sense of 'being there' in the virtual environment. Presence is a central element of virtual reality that it is seen as a part of its definition (Steuer, 1992). Direct interactions between participants and the virtual environment generate a more enhanced sense of immersion, thus making the participants feels they are part of that environment (Witmer & Singer, 1998).
series CAADRIA
email
last changed 2022/06/07 07:50

_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 1de5
authors Darken, R.P., Allard, T. and Achille, L.B.
year 1998
title Spatial Orientation and Wayfinding in Large Scale Virtual Spaces
source Presence: Teleoperators and Virtual Environments, 7 (2), pp. 101-107
summary Just as the Pathfinder used the lake and the oak tree to reconstruct his environment, so do we structure our environment with streets and houses, landmarks and guiding principles to aid spatial orientation and wayfinding. The basic process of navigation-extracting information, forming mental representations, and using that representation for route planning and moving about-transcends the physical elements of the environment itself. In practice, we use whatever the environment gives us to solve navigation problems as they arise, in the process, continually refining and updating our internal model of the external environment. Although the virtual environments we speak of may be vastly different in their appearance from the Pathfinder's world, the principles underlying spatial orientation and wayfinding in large-scale virtual spaces have many commonalities.
series journal paper
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 acdf
authors Dijkstra, J., Timmermans, H. and Roelen, W.
year 1998
title Eye Tracking as a User Behavior Registration Tool in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.1998.057
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. 57-66
summary Registration of user behavior in a virtual environment is a particular aspect of an ongoing research project which aims to develop a conjoint analysis - virtual reality system. In this paper, the registration of user behavior by eye tracking techniques will be described. It will be advocated that eye-tracking techniques offer interesting possibilities for recording user behavior.
keywords User Behavior, Conjoint Analysis, Virtual Reality, Decision Making
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id 2de0
authors Dobson, Adrian
year 1998
title Exploring Conceptual Design using CAD Visualisation and Virtual Reality Modelling
doi https://doi.org/10.52842/conf.ecaade.1998.068
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 68-71
summary This paper evaluates the possibilities for the use of computer aided design and desktop virtual reality technologies as tools for architectural composition. An experimental teaching programme involving undergraduate architectural students at the University of Luton, in which aspects of compositional theory are explored through the direct creation of architectural form and space in digital formats is described. In the programme principles of architectural composition, based upon the ordering and organisation of typological architectural elements according to established rules of composition are introduced to the students through the study of recognised works of design theory. CAD and desktop virtual reality are then used to define and manipulate architectural elements, and to make formal and spatial evaluations of the environments created. The paper describes the theoretical context of the work, assesses the suitability of the software used for performing compositional manipulations, and evaluates the qualities of immersion and intuitive feedback which virtual reality based modelling can offer in the design visualisation process. The teaching programme utilises standard software packages, including AutoCAD, and 3D Studio, as well as Superscape VRT, a PC based desktop VR package.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/13dobson/index.htm
last changed 2022/06/07 07:55

_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 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 203b
authors Jabi, Wassim M.
year 1998
title The Role of Artifacts in Collaborative Design
doi https://doi.org/10.52842/conf.caadria.1998.271
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. 271-280
summary With the proliferation of digital technology, a new category of design artifacts, usually described with the term virtual, has emerged. Virtual artifacts have gained further prominence due to the advances made in collaboration software and networking technologies. These technologies have made it easier to communicate design intentions through the transfer and sharing of virtual rather than physical artifacts. This becomes particularly true in the case of long-distance or international collaborative efforts. This paper compares the two major categories of artifacts – the physical and the computer-based – and places them in relationship to an observed collaborative design process. In order to get at their specific roles in collaboration, two case studies were conducted in which designers in academic and professional settings were observed using a methodology which focused on participation in the everydayness of the designer as well as casual discussions, collection of artifacts, note-taking, and detailed descriptions of insightful events. The collected artifacts were then categorized according to the setting in which they were created and the setting in which they were intended to be used. These two attributes could have one of two values, private or public, which yield a matrix of four possible categories. It was observed that artifacts belonging in the same quadrant shared common qualities such as parsimony, completeness, and ambiguity. This paper finds that distinguishing between physical and virtual artifacts according to their material and imagined attributes is neither accurate nor useful. This research illustrates how virtual artifacts can obtain the qualities of their physical counterparts and vice versa. It also demonstrates how a new meta-artifact can emerge from the inclusion and unification of its material and imagined components. In conclusion, the paper calls for a seamless continuity in the representation and management of physical and virtual artifacts as a prerequisite to the success of: (1) computer-supported collaborative design processes, (2) academic instruction dealing with making and artifact building, and (3) executive policies in architectural practice addressing the management of architectural documents.
keywords Collaborative Design Process
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 1c8e
authors Schmitt, Gerhard
year 1998
title Shared Authorship in Design - Phase (X) and Multiplying time
doi https://doi.org/10.52842/conf.ecaade.1998.015
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 15-30
summary Information Technology allows us to conquer space, time and.. architecture. Information is increasingly tangible, so far as to become an architectural building material itself. Design is no longer restricted to the invention and construction of physical artifacts, it includes virtual worlds, mixed physical and virtual environments, interfaces between the real and the virtual. Design is no longer the responsibility of one single author, although single authorship has always been more of an ideal or a wish rather than a reality. We are now moving towards an increased awareness and acceptance of shared authorship - this is also true outside the field of architecture.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:57

_id e679
authors Seichter, H., Donath, D. and Petzold, F.
year 2002
title TAP – The Architectural Playground - C++ framework for scalable distributed collaborative architectural virtual environments
doi https://doi.org/10.52842/conf.ecaade.2002.422
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 422-426
summary Architecture is built information (Schmitt, 1999). Architects have the task of restructuring and translating information into buildable designs. The beginning of the design process where the briefing is transformed into an idea is a crucial phase in the design process. It is where the architect makes decisions which influence the rest of the design development process (Vries et al., 1998). It is at this stage where most information is unstructured but has to be integrated into a broad context. This is where TAP is positioned – to support the architect in finding solutions through the creation of spatially structured information sets without impairing thereby the creative development. We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect’s work becomes one aspect of a decentralised working patterns. The software supports collaborative work with models, sketches and text messages within an uniform surface. The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series eCAADe
email
last changed 2022/06/07 07:59

_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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_775396 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002