CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ga0020
id ga0020
authors Codignola, G.Matteo
year 2000
title [Title missing]
source International Conference on Generative Art
summary This paper is a summary of my last degree in architecture (discussed in December 1999) with Prof. Celestino Soddu and Prof. Enrica Colabella. In this work I had the possibility to reach complexity by a generative approach with the construction of a paradigm that organizes the different codes of project identity. My general objective was to design shape complexity in variable categories : 3d space surfaces, 2d drawings and 2d textures. I was to discover the identity of one of my favourite architects of the 20th century : Antoni Gaudì, by constructing codes relative to shape complexity. I defined my particular objective in the possibility to abduct from Gaudì's imaginary reference the generatives codes that operate in the logical processing I use to create a possible species project. The next step was to verify the exact working of the new generative codes by means of 3d scenaries, that are recognizable as "Antoni Gaudì specie's architecture". Whit project processing on the generative codes and not on a possible resulting shape design, I was able to organize by my general paradigm the attributes of the project's species : different shapes, different attributes (color, scale, proportion), to get to possible and different scenarys, all recognizable by the relative class codes. I chose three examples in Barcellona built during the period 1902 to 1914 : The Parco Guell, Casa Batllò and Casa Milà are the three reference sceneryes that I used to create the generative codes. In the second step I defined different codes that operate in sequence (it is defined in the paradigm) : The generatives codes are only subjective; they are one possible solution of my interpretation of Antoni Gaudì's identity. This codes operate in four differents ways : Geometrical codes for 2d shapes Geometrical codes for interface relations Spatial codes for 3d extrusion of 2d shapes Geometrical codes for 2d and 3d texturing of generated surfaces. By a stratified application of this codes I arrived at one idea for all the generative processes but many different, possible scenaryes, all recognizable in Gaudì's species. So, my final result has made possible sceneryes belonging to related species defined previously. At the end of my research I designed a project by combination : using Antoni Gaudì's generative codes on a new 3d scenary with a shape catalyst : the Frank Lloyd Wright Guggenheim Museum of New York. In this process I created a "hybrid scenary" : a new species of architectural look; a Guggenheim museum planned by Wright with a god pinch of Gaudì.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6800
authors Stellingwerff, Martijn
year 1999
title SketchBoX
doi https://doi.org/10.52842/conf.ecaade.1999.491
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 491-497
summary Most Computer Aided Architectural Design software suits the engineered aspects of design quite well but is lacking as a design medium. As far as sketching is concerned, many architects still rely on traditional media such as pen and paper and scale models. This paper presents a theory concerning design media and the application of typical media aspects in a spatial sketch program. SketchBoX is conceived as an experimental 3D version of a sketchbook. It can be used for the notation of primary forms and structures in 'architectural' space. The program consists of several transparent drawing surfaces that can be placed in relation to each other and in relation to models of design or different design contexts. Thus architects and students in architecture might be able to explore more adequately the spatial configuration of the built environment and they can comment within the models of their designs. Architectural group discussions and collaborative work can be enhanced by SketchBoX because visual annotations can be made directly in relation to a 3D model. This paper describes the consequent design considerations and expected use of the SketchBoX program.
keywords Exploration, Sketching, Commenting, Media, Creativity
series eCAADe
email
last changed 2022/06/07 07:56

_id ee92
authors Papanikolaou Maria and Tuncer, Bige
year 1999
title The Fake.Space Experience - Exploring New Spaces
doi https://doi.org/10.52842/conf.ecaade.1999.395
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 395-402
summary Fake.space is an elective CAAD course in which teachers and students form an online community. It is a Web-based communication environment for the exchange of ideas on the concept of space. Fake.space is also a narrative structure consisting of threads of nodes created by students. These nodes present different aspects of space. Fake.space represents our current generation of teaching environments. In this paper we describe and analyse its latest incarnation and discuss our aims and thoughts for further development. We believe that fake.space reflects on a future where online environments entice the students in a playful way to work with computers and CAD and consider the role of networked environments in architectural space.
keywords Online Community, Learning Environment, Identity, Transparency, Visualisation
series eCAADe
email
more http://space.arch.ethz.ch/ws98/
last changed 2022/06/07 08:00

_id d267
authors Verbeke, J. Provoost, T., Verleye, J., Nys, K., Van Zutphen, R., Achten, H., Turksma, A., Pittioni, G., Asanowicz, A., Jakimowicz A. and Af Klercker, J.
year 1999
title AVOCAAD, The Experience
doi https://doi.org/10.52842/conf.ecaade.1999.244
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 244-251
summary The Leonardo da Vinci project AVOCAAD (Added Value of Computer Aided Architectural Design) aims at stimulating creative and experimental use of computers in the field of Architecture and Construction by the use of new technologies. For this purpose, a large set of exercises and exercise materials was developed and is now available through an interactive web-site. This allows regular students as well as architects in practice to continuously seek for a more interesting and inspiring use of computers and IC-technology, adding value in their own field of interest and work. The interactive web-site generates a virtual forum for exchange of ideas. The AVOCAAD partners as well as the newly joined partners are currently using and testing the available teaching materials (exercises, foreground and background information) with students. Moreover a small design exercise in the context of the project has been the theme of a workshop held at the AVOCAAD 1999 conference. Students and architects were asked to create a design in a predefined space based on experimental architectural music. This paper intends to report on the experiences we gained in using the interactive web-site, the exercises and also doing the workshop. We will address the pedagogical implications of issues like learning environment, continuous and distance learning, and focus on their impact towards CAAD curricula. Examples and results will illustrate the general framework.
keywords AVOCAAD, CAAD, Creativity, LLL, ODL
series eCAADe
email
more http://www.avocaad.org
last changed 2022/06/07 07:58

_id ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 7674
authors Bourdakis, Vassilis and Charitos, Dimitrios
year 1999
title Virtual Environment Design - Defining a New Direction for Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1999.403
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 403-409
summary This paper considers the design and development of virtual environments (VEs) and the way that it relates to traditional architectural education and practice. The need for practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications is identified. The design of space in a VE is seen as being partly an architectural problem. Therefore, architectural design should play an important role in educating VE designers. Other disciplines, intrinsically related to the issue of VE design, are also identified. Finally, this paper aims at pointing out the need for a new direction within architectural education, which will lead towards a generation of VE architects.
keywords Virtual Environments, Architectural Design, Architectural Education
series eCAADe
email
last changed 2022/06/07 07:54

_id 9aaf
authors Burrow, Andrew and Woodbury, Robert
year 1999
title Pi-Resolution in Design Space Exploration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 291-308
summary In studying the phenomenon of design we use models to envision mechanisms by which computers might support design. In one such model we understand design as guided movement through a space of possibilities. Design space explorers embody this model as mixed-initiative environments in which designers engage in exploration via human computer interaction. Constraint resolution provides a formal framework for interaction in design space explorers. Rather than directly providing solutions to design problems, constraint resolution provides a mechanism for organizing construction. Therefore, we are less interested in the set of solutions to a constraint problem than the process by which intermediate steps are generated. Pi-resolution is one such mechanism applicable to design space explorers. It describes the solution, by recursive enumeration, of feature structure type constraints. During pi-resolution, satisfiers are constructed by the application of type constraints drawn from an inheritance hierarchy. This constructive process provides a strong model for design space exploration. The constraint solver does not do the work of the designer, but rather design efforts are situated in, and organized by, constraint resolution. Therefore, the efficiency of the recursive enumeration in finding solutions is not an issue, since non-determinism in the search is resolved by the human user as design space exploration.
keywords Design Space Explorers, Typed Feature Structures, Functional Decomposition, Mixed Initiative
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.374
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email
last changed 2022/06/07 07:54

_id 9b63
authors De Mesa, A., Quilez, J. and Regot, J.
year 1999
title Sunlight Energy Graphic and Analytic Control in 3D Modelling
doi https://doi.org/10.52842/conf.ecaade.1999.733
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 733-738
summary Linking solar positions with architecture is a traditional idea, but the use of graphical tools to control sunlight in urban surroundings or buildings is relatively recent. A three-dimensional working environment like the computer offers a new dimension to verify the relationships between the sun and the architecture. This paper shows a new way to calculate the incidence of solar energy in architectural environments using computer 3D modelling. The addition of virtual space visualisation to the analytic computation brings a new tool that simplifies the technical study of sunlight. We have developed several programs based upon the three-dimensional construction of the solar vault and the obstructing objects for a defined position. The first one draws the solar vault for a defined range of dates according to latitude, that is the basis of the energetic calculation. The second program computes the obstruction, i.e. the solar regions that are obstructed by any object. Finally, the third one, allow us to define an orientation to compute the energy that arrives to the analysed positioning. The last program returns the result of calculation in several ways: it shows the amount of energy through colours and makes a list of solar hours according to its energy.
keywords Sunlight, Energy, 3D modelling
series eCAADe
last changed 2022/06/07 07:56

_id d931
authors Gabryszewski, Artur B.
year 1999
title Idea of an Intelligent Building - Development Prospects
doi https://doi.org/10.52842/conf.ecaade.1999.739
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 739-743
summary An ever-increasing number of offices as also residential buildings are being realised by designers and investors in accordance with the concept of an intelligent building. Houses of the new generation are being constructed. This is possible thanks to dynamic progress in the development of computer and microprocessor engineering techniques. Putting into reality the idea of the 'intelligent building' will become one of the most interesting assignments of Polish building industry in the rapidly approaching XXI century. The term 'intelligent building' first appeared in the eighties. The idea behind this conception is aspiring to create a friendly, work supporting, effective environment. The revolution in telecommunications and information technology along with change in the standards of office work, have caused computer networks and modem systems of automation and protection, to invade buildings. From the technical point of view, an intelligent building is an object in which all the subsystems co-operate with each other, forming a friendly environment for man. For users of an intelligent building, the most important issue is realisation of the following aims: object management which includes both control of human resources and automation systems in the building and also efficient management of the building space in such a way that the costs of its utilisation are minimised. The possibility of optional installation of modern systems and equipment should be facilitated by the architecture itself. Therefore, the specifics of all the building elements should be taken into account right at the designing stage. The following features characterise an intelligent building: integration of telecommunication systems in the building, central management and supervision system and utilisation of structural cabling as the carrier of signals controlling most of the systems in the building. Presently, there is no building in Poland that could be characterised by the three features mentioned.
keywords High-tech Architecture, Ecology, CAAD
series eCAADe
email
last changed 2022/06/07 07:50

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
doi https://doi.org/10.52842/conf.ecaade.1999.418
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
doi https://doi.org/10.52842/conf.ecaade.1999.370
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
summary Leeds Metropolitan University is well placed to carry out research into multi-disciplinary team-working, as all the design and construction disciplines are housed in one faculty. Staff have set up an experimental project, TIME IT (Team-working in Multi-disciplinary Environments using IT) which examines ways of working in the design/construction process and how IT is used when there is no commercial pressure. Four groups of four students, one graduate diploma architect, and one final year student from each of Civil Engineering, Construction Management and Quantity Surveying have been working on feasibility studies for projects that are based on completed schemes or have been devised by collaborators in the Construction Industry. Students have been asked to produce a PowerPoint presentation, in up to five working days, of a design scheme, with costs, structural analysis and construction programme. The students are not assessed on the quality of the product, but on their own ability to monitor the process and use of IT. Despite this, aggressive competition evolved between the teams to produce the 'best' design. Five projects were run in the 1998/99 session. A dedicated IT suite has been provided; each group of students had exclusive use of a machine. They were not told how to approach the projects nor when to use the available technology, but were asked to keep the use of paper to a minimum and to keep all their work on the server, so that it could be monitored externally. Not so. They plotted the AO drawings of an existing building that had been provided on the server. They like paper - they can scribble on it, fold it, tear it and throw it at one another.
keywords IT, Multi-disciplinary, Teamwork
series eCAADe
email
last changed 2022/06/07 07:50

_id 5a4e
authors Jeng, Taysheng
year 1999
title Design coordination modeling: A distributed computer environment for managing design activities
source College of Architecture, Georgia Institute of Technology
summary The objective of this thesis is to develop an effective multi-user computer environment supporting design collaboration. This research takes a knowledge-based approach to capture meaningful process semantics specified by designers to effectively realize work. It concentrates on establishing a process infrastructure and tools for managing activities for a building design team, with emphasis on remote collaboration and distributed coordination. The results of this research include a design coordination model (DCM) and the prototype of a future generation of distributed coordination environments. DCM provides a digital representation of design processes and support visibility of coordination logic within a CAD environment. Some extended features of distributed coordination are explored in DCM, equipped with a model server that is developed using a web-based three-tier computing system architecture approach.  
keywords Data Processing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
doi https://doi.org/10.52842/conf.ecaade.1999.431
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
summary The work described here is aimed at contributing towards the debate and development relating to the construction of interfaces to explore buildings and their environs through virtual worlds. We describe a particular hardware and software configuration which is derived by the use of low cost games software to create the Virtual Environment. The Physical Interface responds to the work of other researchers, in this area, in particular Shaw (1994) and Vasquez de Velasco & Trigo (1997). Virtual Evironments might have the potential to be "a magical window into other worlds, from molecules to minds" (Rheingold, 1992), but what is the nature of that window? Currently it is often a translucent opening which gives a hazy and distorted (disembodied) view. And many versions of such openings are relatively expensive. We consider ways towards clearing the haze without too much expense, adapting techniques proposed by developers of low cost virtual reality systems (Hollands, 1995) for use in an architectural setting.
keywords Virtual Environments, Games Software
series eCAADe
email
last changed 2022/06/07 07:51

_id f2cf
authors Madrazo, Leandro
year 2001
title NETWORKING : a web environment for a collaborative education
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 169-182 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary NETWORKING is a teaching environment developed in close connection with the course "Sistemas de RepresentaciÛn", which has been carried out for the first time at the E.T.S. d'Arquitectura La Salle, Barcelona, in the academic year 1999/00. It is a web-based environment that promotes the exchange of ideas among students and their capacity to work collaboratively. There is a customized NETWORKING environment for each one of the six themes that made up the course: text, shape, object, image, space and light. In this paper we will discuss two of the six environments: OBJECT and SPACE.
series other
last changed 2001/09/14 21:30

_id 5222
authors Moloney, Jules
year 1999
title Bike-R: Virtual Reality for the Financially Challenged
doi https://doi.org/10.52842/conf.ecaade.1999.410
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 410-413
summary This paper describes a 'low tech' approach to producing interactive virtual environments for the evaluation of design proposals. The aim was to produce a low cost alternative to such expensive installations as CAVE virtual reality systems. The system utilises a library of pre-rendered animation, video and audio files and hence is not reliant on powerful hardware to produce real time simulation. The participant sits astride a bicycle exercise machine and animation is triggered by the pedal revolution. Navigation is achieved by steering along and around the streets of the animated design. This project builds on the work of Desmond Hii. ( Hii, 1997) The innovations are the bicycle interface and the application to urban scale simulation.
keywords Virtual, Design, Interface, Urban
series eCAADe
email
last changed 2022/06/07 07:58

_id b7ff
authors Mullins, Michael and Van Zyl, Douw
year 2000
title Self-Selecting Digital Design Students
doi https://doi.org/10.52842/conf.ecaade.2000.085
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 85-88
summary Recent years have seen the increasing use of digital media in undergraduate architectural education at UND, and which has been fuelled by students themselves taking up the tools available to practising architects. This process of self-selection may hold valuable lessons for the development of architectural curricula. An experimental design studio offered as an elective to UND undergraduates in 1999 has indicated that the design work produced therein, most often differed remarkably from the previous work of the same students using only traditional media. In so far as digital environments rapidly provide new and strange objects and images for students to encounter, those students are driven to interpret, transform or customise that environment in innovative ways, thereby making it their own. It is clear that the full integration of digital environments into architectural education will profoundly effect the outcomes of student work. We have observed that some self-selecting students struggle in expressing ideas through repre-sentative form in traditional studios. The question arises whether these students are "onto something" which they intuitively understand as better suited to their abilities, or whether in fact they are see digital tools as a means to avoid those areas in design in which they experience difficulties. Through observation of a group of "self-selectors" the authors attempt to lead useful generalisations; to develop a theory and method for facilitators to deal with specific students; and to work toward the development of suitable curricula for these cases.
keywords Architectural Education, Digital Media, Learning Styles
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id b34d
authors Russell, P., Kohler, N., Forgber, U., Koch, V. and Rügemer, J.
year 1999
title Interactive Representation of Architectural Design: The Virtual Design Studio as an Architectural Graphics Laboratory
doi https://doi.org/10.52842/conf.ecaade.1999.459
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 459-465
summary This paper introduces the Virtual Design Studio (VDS), an internet based design studio environment established by ifib. VDS transfers lessons learned through research projects in the field of Computer Supported Co-operative Work (CSCW) being carried out at ifib into design education. By training for interdisciplinary co-operation within the design process, the students will become better prepared for the flexibility and co-operability required in planning situations. Increasing the communication and co-operation in the planning process can be achieved through the implementation of IT based virtual workspaces. In the design studio setting, this is done through the use of available internet software and technologies. The methodology of the VDS is briefly described including specific assignments intended to focus student investigations into specific areas including the representation of their work using the world wide web. The pedagogical expectations are discussed and anecdotal evidence precedes an general evaluation of the teaching method. The authors postulate that one of the unintended by-products of the studio is the evolution of an effective use of interactivity in the presentation of design concepts, ideas and solutions. A handful of student work is presented to describe the different approaches taken in using the world wide web (WWW) to display project work. A description of the local evolution (VDS specific) of graphical methods and technologies is followed by a comparison with those used in traditional settings. Representation is discussed with focus on the ability of the WWW to replace, augment or corrupt other methods of presentation. The interactive nature of web based presentations induces alterations to the narration of architectural work and can enhance the spatial perception of design space. Space Perception can be enabled through geometrically true VRML representations, the inclusion of auditory sensations, the abstraction of representation through the use of advertising techniques as well as the introduction of non-linear narrative concepts. Examples used by students are shown. A critical assessment of these new representational methods and the place of current new media within the context of architectural representation is discussed.
keywords Virtual Design Studio, Architectural Graphics, Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_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 7b68
authors Shounai, Y., Morozumi, M., Homma , R. and Murakami, Y.
year 1999
title On the Development of Group Work CAD for Network PC: GW-CAD III
doi https://doi.org/10.52842/conf.ecaade.1999.473
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 473-481
summary The number of Virtual Design Studio experiments that use a Digital Pin-up Board (WWW) and video conferencing tools is rapidly increasing. As we see that several schools have introduced group-ware to support asynchronous communication of their projects, it is possible to regard that techniques for asynchronous communication have already been developed to some extent. However, participants of those projects still have difficulty with synchronous communication. For example, though designers often desire to exchange models among members to get critical feedback and achieve fast problem solving while working at their desks, there are few CADs that can support concurrent synchronous design communication among members. The first half of this paper discusses a model of synchronous design communication that uses CAD models, and then proposes a prototype of tools that use Microsoft NetMeeting and AutoCAD R14: GW-CAD III. In the middle, a user interface system that enables designers to conveniently model and exchange separate sets of models necessary to elaborate different aspects of design is proposed: "Network Clipboard" "Modeling Space", "Plan Face", and "Section Face". Finally, this paper discusses the results of several experiments that used the prototype.
keywords Synchronous Collaboration, Internet, CAD, Prototype, Schematic Design
series eCAADe
email
last changed 2022/06/07 07:56

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