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 532

_id eb16
authors Reffat, Rabee M. and Gero, John S.
year 1998
title Learning About Shape Semantics: A Situated Learning Approach
doi https://doi.org/10.52842/conf.caadria.1998.375
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. 375-384
summary Designers recognise or make sense of objects in the context "situations" of other things. Design cannot be predicted and you have to be “at a particular set of states” in order to decide what to do. The inability to determine a priori all design states implies that any design process cannot be pre-planned and design actions cannot be pre-defined. Situated learning is based on the notion that knowledge is contextually situated and is fundamentally influenced by the context in which it is used. We propose a situated learning approach in the domain of architectural shapes design. This paper elaborates the concept of situated learning and demonstrates what it produces in the domain of shape semantics.
keywords Architectural Shape Semantics, Situated Learning, Design Knowledge, Design Situations
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 08:00

_id ba1b
authors Schnier, T. and Gero, J.S.
year 1998
title From Frank Lloyd Wright to Mondrian: Transforming evolving representations
source I. Parmee (Ed.), Adaptive Computing in Design and Manufacture, Springer, London, pp. 207-219
summary If a computer is to create designs with the goal of following a certain style it has to have information about this style. Unfortunately, the most often used method of formal representations of style, shape grammars, does not lend itself to automated implementation. However, It has been shown how an evolutionary system with evolving representation can provide an alternative approach that allows a system to learn style knowledge automatically and without the need for an explicit representation. This paper shows how the applicability of evolved representation can be extended by the introduction of transformations of the representation. One such transformation allows mixing of style knowledge, similar to the cross-breeding of animals of different races, with the added possibility of controlling exactly what features are used from which source. This can be achieved through different ways of mixing representations learned from different examples and then using the new, combined representation to create new designs. In a similar manner, information learned in one application domain can be used in a different domain. To achieve this, either the representation or the genotype-phenotype transformation has to be adapted. The same operations also allow mixing of knowledge from different domains. As an example, we show how style information learned from a set of Mondrian paintings can be combined with style information from a Frank Lloyd Wright window design, to create new window designs. Also, we show how the combined style information can then be used to create three-dimensional objects, showing style features similar to the newly designed windows.
keywords Genetic Engineering, Learning
series other
email
last changed 2003/04/06 09:02

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

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

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

_id 1873
authors Ji, Guohua and Feng, Jinlong
year 1999
title Structural Approach to the Organization of Information: A Teaching Experiment at SEU
doi https://doi.org/10.52842/conf.caadria.1999.153
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 153-159
summary Design studio still plays a very important role in architectural design education today since teachers and students can exchange their thinking directly. In the whole teaching/learning process, there are a lot of information to be exchanged between the teachers and the students. How to organize the information and record the whole teaching/learning process is very interesting to us. The increasing use of CAD raises some problems with its advantages when the amount of compute-files becomes very big and they are in different formats. In the third year design studio teaching in the academic year 1998/99 at Department of Architecture in Southeast University, we try to use WWW techniques and features to organise the design information. We try to integrate the teaching programme, the project information, the reference material and the students' work together, to record and monitor the teaching process. Since the teaching programme is clearly organised, we could use some strategies and ideas to control the organisation of file storage and presentation. It creates the basis for the further development of applying network to aid the studio teaching.
series CAADRIA
last changed 2022/06/07 07:52

_id cd44
authors Oxman, Rivka
year 1998
title Thought, Representation and Design in the Electronic Design Studio
doi https://doi.org/10.52842/conf.ecaade.1998.123.2
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 123-129
summary The relevance of design thinking and cognition to the development of pedagogical approaches in the architectural electronic design studio is presented and discussed. In this approach we emphasize and demonstrate the role of the acquisition of explicit knowledge in design. The acquisition of knowledge is achieved through the explication of cognitive structures and strategies of design thinking. The explication process is implemented in a computational medium which supports the learning process as well as the potential re-use of the knowledge.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 08:00

_id 280e
authors Park, Taeyeol and Miranda, Valerian
year 1998
title Development of a Computer-Assisted Instruction System for Information Communication in Design Studio
doi https://doi.org/10.52842/conf.caadria.1998.047
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. 47-56
summary Design studio is the core of architectural education. An essential part of designing is using information and knowledge obtained from non-studio courses. However, as the complexity of buildings increases, the amount of this information increases and there is a danger that essential design information may be ruined and overlooked because of time and place constraints. As a means to bridge the gap between non-studio courses and design studios, some architectural educators suggest that design studios should bring knowledge to students in the process of designing so that they can apply this knowledge to their design. Most architectural studios, however, do not do enough to bring knowledge systematically into design projects when appropriate. Design projects generate need for additional knowledge about a number of topics, but too few studios systematically make knowledge available. Design studios should consider ways in which knowledge for design projects is integrally made available at the appropriate time. This paper describes a model for the delivery of design studio information which can be integral with any design projects. The model is demonstrated by a computer-assisted instruction (CAI) system designed and placed on the Web to introduce basic structural concepts and to teach an in-depth concept of spatial composition in a design studio and reports on its development, implementation, and testing. The system relies on many issues, such as access to relevant information, links between lessons for different subjects, representation of various design concepts, effective instructional methods for learning concepts, etc., which might be critical elements of designing an information communication system for design studio instruction. This paper tests the effectiveness of the system based on the results from responses of design studio students and observations of the researcher and the studio instructor, and concludes with the information that we hope will be useful in developing CAI materials for reflecting and acquiring information on a number of different subjects that have relevance to architectural design.
keywords Computer-assisted Instruction (CAI), Design Studio Teaching, Information Delivery System
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:59

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 66c1
authors Scott, Sam
year 1998
title Feature Engineering for a Symbolic Approach to Text Classification
source University of Ottawa Computer Science
summary Most text classification research to date has used the standard 'bag of words' model for text representation inherited from the word-based indexing techniques used in information retrieval research. There have been a number of past attempts to find better representations, but very few positive results have been found. Most of this previous work, however, has concentrated on retrieval rather than classification tasks, and none has involved symbolic learning algorithms. This thesis investigates a number of feature engineering methods for text classification in the context of a symbolic rule-based learning algorithm. The focus is on changing the standard 'bag of words' representation of text by incorporating some shallow linguistic processing techniques. Several new representations of text are explored in the hopes that they will allow the learner to find points of high information gain that were not present in the original set of words. Representations based on both semantic and syntactic linguistic knowledge are defined and evaluated using the RIPPER rule-learning system. Two major corpora are used for evaluation: a standard, widely-used corpus of news stories, and a new corpus of folk song lyrics. The results of the experiments are mostly negative. Although in some cases the new representations are at least as good as the bag of words, the improvements in quantitative performance that were hoped for do not materialize. However, the results are not entirely discouraging. The syntactically defined representations may enable the learner to produce simpler and more comprehensible hypotheses, and the semantically defined representations do produce some real performance gains on smaller classification tasks that for various reasons fail to scale up to larger tasks. Some ideas are offered as to why the new representations fail to produce better results, and some suggestions are made for continuing the research in future.
series thesis:MSc
last changed 2003/02/12 22:37

_id a545
authors Wood, John B. and Chambers, Tom
year 1998
title Value Added Learning: The Cadet Experience
doi https://doi.org/10.52842/conf.ecaade.1998.165
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 165-172
summary This paper reports on the integration of Information Technology in the Building Design Engineering Studio. It is based on the work carried out by the CADET Unit (CAD Education and Training), which promotes a better understanding of the built environment through an integrated approach to design studio teaching. This is achieved through a dynamic studio environment guided by a Building Design Engineering ethos that adopts a holistic approach to design; recognising that design in engineering, architecture and the visual arts demands an understanding of the challenges of a multidisciplinary approach that acknowledges a broader cultural dimension. There are increasing demands placed on students of architecture and engineering. They require skills in making physical as well as computer models, they must be able to draw in 18th & 19th century conventional media (paper, pen and pencil) as well as CAD and they must be proficient in rendering in full colour both conventionally and in the electronic media including animations. The creative use of the computer at the point of analysis and conceptualisation, as important as technical proficiency, is a necessary part of the design process. In recognition of the demands that we currently make of university students we are exploring two critical responses. In the first case we demonstrate an integrated approach to design studio practice, achieving a value added learning experience in the University Sector, and with a view to the longer term we are exploring the application of a similar design approach within the Secondary School Sector in order to raise the awareness of design at an earlier stage.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:57

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

_id 37
authors Morelli, RubÈn DarÌo and Marina, Cristian
year 1998
title Geometria y Grafica Digital Como Reflexion y Racionalizacion Del Proyecto Arquitectonico (Geometry and Digital Graphics as Reflexion and Rationalization of the Architectural Project)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 280-285
summary The methodology of the work consists in the following: (a) Starting from the photographic image of an architectonic work (Santisimo Sacramento Church situated in 3451 Bv. OroÒo street, Rosario city, Santa Fe, Republica Argentina), and applying the rules of Descriptive Geometry. about photographic perspective, rebuild - restore the orthogonal parallel projection of its facade. (b) Once the restitution is done, introduce the information into the computer, in order to: Make a geometric analysis of the architectonic shape, applying 2D systems (bidimensional diedric or Monge method ) and 3D (tridimensional, wireframes and renders); Obtain a complete 3D image of the Tower, that means the virtual model of the real object.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ddss9853
id ddss9853
authors Sidjanin, Predrag and Gerhardt, Waltraud
year 1998
title A design tool for analysis and visual quality control of urbanenvironments supported by object databases
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 In the paper, the main concepts about a design tool supported by an object database system will be described. The design tool should improve architectural design with respect to analysis and improving existing and planned urban environments regarding several quality criteria, especially those associated with visual aspects. Preconditions for defining the design tool's purpose are the determination of the "well-situated" urban elements, their impact on cognitive mapping, and the exploitation of thisknowledge on cognitive mapping for the improvement of urban environments. Cognitive mapping is a kind of representation of schematic knowledge that a person has about familiar environments. A cognitive map is stored information or knowledge about the purpose and function of the environment. This leads to the conclusion that an urban environment design which takes of the process of cognitive mapping into consideration, will be experienced by most of the people in the same way. Investigationsof this process result in a theoretical model of elements of urban environments, their relationships and their dependencies. The theoretical platform of the tool is based on design theory, cognitive science andcomputer science. Design theory and cognitive science will be used to develop the theoretical model. This theoretical model together with computer science will be the basis for tool development. The tooluses a schematic representation of urban environment, based partly on Lynch's theory of "urban form". Lynch's theory is crucial for the tool because it explains almost all elements of urban environments. Systematic investigation of urban environments and their characteristics are important for theoretical modeling as well as for the later computational modeling of the tool. The main computational support for the tool will be provided by an object database system, which helps to represent and to handle all the urban elements with their properties and relationships, with their natural semantics. The information represented in the database will be used to analyze urban environments as well as to improve andcontrol their visual quality.
series DDSS
email
last changed 2003/08/07 16:36

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

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

_id 8b9d
authors Corrao, R. and Fulantelli, G.
year 1998
title Cognitive Accessibility to Information on the Web: Insights from a System for Teaching and Learning Architecture through the Net ShortPapers: Design Methodology for Universal Access
source Proceedings of the 4th ERCIM Workshop on "User Interfaces forAll" 1998 n.14 p.6 ERCIM
summary The question of accessibility to the Web takes on a special meaning in educational settings where access to information requires cognitive elaboration of the page contents. It is, therefore, a matter of "cognitive access" to the Web. The main efforts of the designers of Web Based Instruction (WBI) environments to encourage cognitive access are usually aimed at the organisation and presentation of Web documents and at specific cues which can improve the user's interaction, orientation and navigation through the pages. However, it is possible to improve this high-level access to the information by supporting study activities through specific "Working tools" which can be implemented in the Web environment. In this paper we report on the design solutions we have adopted to provide cognitive access to a WBI environment for university students studying Architecture and Town Planning. In particular, we introduce "Working tools" that can be used to support flexible and effective study activities. The adopted design solutions provide different classes of users (not only students) with different access facilities. Finally, it should be noted that the methodologies of the design of WBI systems should deal with this kind of high level access and support it through specific solutions at interface and implementation levels.
series other
last changed 2002/07/07 16:01

_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 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 0280
authors Geva, Anat
year 2000
title New Media in Teaching and Learning History of Building Technology
doi https://doi.org/10.52842/conf.acadia.2000.005
source ACADIA Quarterly, vol. 19, no. 4, pp. 5-8
summary Numerous scholars in the field of education established that relevance is one of the important instructional components that influence students’ interest and motivation to learn (Bergin, 1999; Frymier and Shulman, 1995; Schumm and Saumell, 1995). Relevance can be achieved by juxtaposing personal experiences with professional scientific principles (Pigford, 1995; Blanton, 1998). In addition to the relevancy of a course substance Blanton (1998) recommends that instructors should introduce the material in an organized system that is relevant to the learner’s life.
series ACADIA
email
last changed 2022/06/07 07:50

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