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 9c3e
authors Maher, M.L., Skow, B. and Cicognani, A.
year 1999
title Designing the virtual campus
source Design Studies, 20, 319-342
summary Virtual Worlds are networked environments that look like the physical world, and create a sense of place for the person communicating, navigating, and doing things in the virtual world. Virtual worlds have traditionally been developed as games, in fact, most virtual worlds today are games. A virtual campus has been developed in the Architecture Faculty at the University of Sydney that is based on some of the concepts of virtual worlds. The virtual campus is a place on the internet where students can go to take courses, meet with academic staff, and communicate with other students. The development of the virtual campus has been influenced by research in design science and is based on the conceptual metaphor of architectural design. The design of the virtual campus is considered at three levels: the implementation level, the representation level, and the interface level. Identifying these levels provides a basis for the design of virtual worlds for professional and educational environments. The consideration of the representation level results in a consistent use of a conceptual metaphor so that a person in the virtual campus can make use of the facilities in an intuitive manner.
series journal paper
email
last changed 2003/04/23 15:50

_id 1d4e
authors Engeli, Maia and Miskiewicz-Bugajski, Malgorzata
year 1999
title A Collectively Designed Information Landscape
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 47-59
summary Information Landscape is one of several courses in which we explore the potential of networked environments to support creative, collaborative design processes. 180 architecture students of the first semester are participating in this course. They work in pairs. The design of an "Information Landscape" is the goal, it is a virtual terrain that is formed by the participants over time and has landmarks that lead to specific information. The location and visual appearance of the more than 400 landmarks help to remember which information is connected to them. The design of the landscape happens in five steps and is related to the tasks in the architectural design class. The collectively designed product can reach qualities beyond the possible achievements of a single person. An environment that supports such design goals must provide for motivation, transparency and support. The common product has to include a tolerance towards fluctuations in the quality of the contributions.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2145
authors Engeli, Maia and Mueller Andre
year 1999
title Digital Environments for Learning and Collaboration Architecture, Communication, Creativity, Media and Design Process
doi https://doi.org/10.52842/conf.acadia.1999.040
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 40-52
summary Digital networks are gaining importance as environments for learning and creative collaboration. Technical achievements, software enhancements, and a growing number of applicable principles make it possible to compile complex environments that satisfy many aspects necessary for creative collaboration. This paper focuses on three issues: the architecture of collaborative environments, communication in these environments and the processes inherent to creative collaboration. The information architecture of digital environments looks different from physical architecture, mainly because the material that it is made out of is information and not stone, wood or metal and the goal is to pro-vide appropriate paths and views to information. Nonetheless, many analogies can be drawn between information architecture and physical architecture, including the need for useability, aesthetics, and consistency. To communicate is important for creative collaboration. Digital networks request and enable new strategies for communicating. Regarding the collaborative creative process we have been able to detect principles and features that enhance this process, but there are still many unanswered questions. For example, the environment can enable and improve the frequency of surprise and coincidence, two factors that often play decisive roles in the creative processes but cannot be planned for in advance. Freedom and transparency within the environment are other important factors that foster creative collaboration. The following findings are based on numerous courses, which we have taught using networked environments and some associated, research projects that helped to verify their applicability for architectural practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id 23df
authors Kolarevic, Branko and Ng, Edward Y.Y.
year 1999
title Net-enabled Collective Design Authorship
doi https://doi.org/10.52842/conf.acadia.1999.302
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 302-315
summary The paper describes an experiment in collective design authorship conducted within a semester-long virtual design studio. Students at two geographically distant institutions were asked to design a "Place2Meet on the Water," a small floating pavilion to be assembled from hollow-section steel components. The first part of the studio was devoted to a study of precedents, done in teams of five students from both institutions, who worked both synchronously and asynchronously over the Internet. The students' work was continuously reviewed through virtual crits conducted using web pages and video conferencing. The second part of the virtual design studio, devoted to the actual design of the pavilion, was divided into five closely related phases. After each phase students had to place their designs into a common database. They then had to browse through submitted designs and choose one to develop further; they were not allowed to continue with their own designs. That way, students implicitly formed teams and engaged in collective design authorship that was enabled by the network and supported by the design database. The design-centered research project presented in this paper also examines the issues of teaching methods and whether the quality of design could be improved in a networked design environment based on collective authorship and how such an environment can affect the nature of the produced designs.
series ACADIA
email
last changed 2022/06/07 07:51

_id ga9919
id ga9919
authors Strehlke, Kai
year 1999
title xWORLDS, the implementation of a three-dimensional collaborative sketch tool within the context of a third year design course
source International Conference on Generative Art
summary This work is the result of a postgraduate thesis done at the chair for Architecture and CAAD at the ETH in Zurich Switzerland. It proposes a prototype for a three-dimensional modelling tool in a networked environment. The work is composed of two distinct parts. (1) A modeling tool to create three-dimensional objects in an intuitive and interactive manner. (2) A database component to store and retrieve the objects. This modeller has been implemented for the first time in a design course, where students where using the modeller to sketch and interact within a large group to formulate aspects of their design. The Paper focuses on the modeller and on the experience from a one week workshop.1. Modelling Tool. The modeling tool operates in two different modes: (A). Composing cubic forms within a limited cubic space. (B). Deforming the composition of boxes by means of their interaction with a separate volume. For the composition of cubes, the user has to drag a cube with the mouse to continue placing cubes in space. Furthermore, he can move and delete the placed cubes. Simple and complex objects can be created this way, in an easy and intuitive manner. For the second mode, the forms are generated by intersecting a volume with an object created previously in the first mode. The volume can be scaled and moved. The part of the existing object located outside the volume remains unchanged, while the part that lies inside it is transformed in the same way as the volume. Complex forms can be created in this way with simple transformations. 2. Database Storage and Retrieval.The created objects can be stored in a database. Other users can access the objects stored in the database and continue working on them in the same modeling environment. There are two ways to interact with objects from the database. On one side it is possible to substitute the composition of cubes, and keep the distorted framestructure of the currently active object unchanged. On the other side it is possible to initiate a morphing process between the currently active framestructure and the framestructure of an object from the database. This process can be stopped at any time. It is always possible to switch back in the modeling modus and continue work on the object.3. Workshop at the the School of Design at the Hong Kong Polytechnic University.A Group of over 100 students were using the tool in a second year design course. The tool has been implemented as part of a workshop in the second half of the design studio. The workshop lasted for one week in which a collective dataset of over 1000 models has been created by the students. Afterwards, a possibility was given to the students to retrieve models from the database and to process them in different software packages or have them physically built by a 3D printer, and then continue working on the physical model.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 93a8
authors Anders, P.
year 1999
title Envisioning Cyberspace: Designing 3D Electronic Spaces
source McGraw-Hill, NY
summary Free of the constraints of physical form and limited only by imagination, new environments spring to life daily in a fantastic realm called cyberspace. The creators of this new virtual world may be programmers, designers, architects, even children. In this invigorating exploration of the juncture between cyberspace and the physical world, architect Peter Anders brings together leading-edge cyberspace art and architecture ... inspiring new techniques and technologies ... unexpected unions of reality and virtuality ... and visions of challenges and opportunities as yet unexplored. More than an invitation to tour fantastic realms and examine powerful tools, this book is a hard-eyed look at cyberspace's impact on physical, cultural, and social reality, and the human-centered principles of its design. This is a book that will set designers and architects thinkingNand a work of importance to anyone fascinated with the fast-closing space between the real and the virtual.
series other
email
last changed 2003/04/23 15:14

_id 6480
authors Asanowicz, Aleksander
year 1999
title Computer in Creation of Architectural Form
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999,pp. 131-142
summary This paper considers graphic methods of presentation of ideas 'in the creation of architectural forms' and evolution of these methods, determined by the implementations of information technology. Drawings have been the main medium of expression since Leonardo da Vinci to the present-day. Graphic communication has always been treated as a main design tool, both - at the ending stage of design and at the early design stage. Implementation of computers in design doe not change this situation. The entire design process proceeds in a traditional way. While searching for the idea we use hand sketches and, after this, technical drawings are draught on a plotter, which replaces a drawing pen. Using computers at the early design stages encounters serious difficulties. The main thesis of this paper is that hardware and software inadequacy is not the problem, the problem is in the inadequacy of the design methods. This problem is to be reconceived as what a person can do with a program, rather than what is the capacity of a program. Contemporary computer techniques allow us to put an equation mark between the searching for idea, visualisation and its realisation in virtual space. This paper presents Sketching by scanning - an experimental method of using computer hardware and software for stimulating of searching of architectural's form.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 90dc
authors Chen, C.
year 1999
title Information Visualisation and Virtual Environments
source Springer
summary Information Visualisation is a fast growing research field and an industry with tremendous potential. Virtual environments provide a unique medium for people to communicate and interact over computer networks. Information Visualisation and Virtual Environments links the two areas together and presents the latest research and development, highlighting the potential of information visualisation as an enabling technology in the design of new generations of virtual environments. This book will be an invaluable source of reference for courses in Information Visualisation, User Interface Design, Virtual Environments, HCI, and Information Retrieval, as well as being a useful resource for consultants and practitioners. The book contains 144 wonderful colour images of intriguing and influential works in information visualisation.
series other
last changed 2003/04/23 15:14

_id b54b
authors Chen, C., Thomas, L., Cole, J. and Chennawasin, C.
year 1999
title Representing the semantics of virtual spaces
source IEEE MultiMedia. 6, (2):54-63
summary In the StarWalker virtual environment, users explore a shared semantic space and collaborate with concurrent visitors. StarWalker's design illustrates the potential of unifying spatial models, semantic structures, and social navigation metaphors in the development of multiuser virtual environments.
series journal paper
last changed 2003/04/23 15:50

_id 11f2
authors Dalholm, E., Rydberg-Mitchell, B., Davies, R. and Warrén, P.
year 1999
title THE EXPERIENCE OF SPACE IN FULL-SCALE MODELS AND VIRTUAL REALITY
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 67-74
summary Do we experience the size and character of virtual spaces in the same way as real spaces? What impact has the meaning of a space, i.e. furniture and other clues to the use of a space, on our experience of it? This paper describes an experiment where the participants could navigate through a room, first on desktop-VR, then in full-scale VR (in a CAVE) and finally in a full-scale model. In a first phase the room was empty and only defined through walls, windows and doors. Later on furniture was added as well as colors and textures. The experiment was a pilot study and threw light on some questions which we intend to develop in further investigations. It showed that the participants used building components like doors and windows and furniture in the presentation on desktop VR for their estimation of the size of the room. In the CAVE and in the full-scale model the participants' bodies were the measure for their estimations. The experiment also hinted at that color and texture had an impact on the experience of size.
keywords VR, CAVE, Full-scale Modeling, Design Tool, 3D-Modeling, Participatory Design, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:27

_id f51a
authors Del Pup, Claudio
year 1999
title Carbon Pencil, Brush and Mouse, Three Tools in the Learning Process of New University Art Designers
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 420-425
summary This article develops the introduction of computer technologies in the fine arts environment the use of these new tools, sharing the process of creation and interacting at the same level with older technics, breaks the myth of technology and tries to reach the right place according to current or modern advances. As an introduction, it explains the insertion in the current courses of study of the "computer languages area", its implementation, present situation and future stages. An important point we have developed is the teaching methodology, to solve the transition of those who, challenging their investigations in different areas, like fire arts, graphic arts, film or video, need the support of computers. The first steps consist in designing sample courses, which allow the measurement of results, the definition of concepts like extension, capacities, teaching hours and the most important, a methodology to share the enthusiasm of creation with the difficulties of learning a new technique it is necessary to discover limits, to avoid easy results as a creative tool one of the most important problems we have faced is the necessity of coordinating the process of creation with the individual time of a plastic artist, finding the right way that allows the integration of all the group, minimizing desertion and losing of motivation. Two years later, the first results in the field of digital image investigations and assistance in form design. Volume as a challenge and solutions supported in techniques of modeling in 3D (experiences of modeling a virtual volume from a revolution profile, its particular facts and the parallelism with potter's lathe the handling of image as the most important element, as an work of art itself, but also as a support in the transmission of knowledge (design of a CD as a tool for the department of embryology of medical school with the participation of people from the medical school, engineering school and school of fine arts). Time as a variable, movement, animation and its techniques, multimedia (design of short videos for the 150th anniversary of the Republic University). Conclusions, good hits, adjustments, new areas to include, problems to solve, the way of facing a constantly evolving technology.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 125a
authors Dikbas, Attila
year 1999
title An Evaluating Model for the Usage of Web-based Information Technology in Computer Aided Architectural Design and Engineering Education
doi https://doi.org/10.52842/conf.ecaade.1999.349
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 349-352
summary New technologies often reshape expectations, needs and Opportunities so as to develop strategic Plans for the implementation of Information Techniques in education and research. The widespread acceptance of the internet and more specifically the World Wide Web (WWW) has raised the awareness of educators to the potential for online education, virtual classrooms and even virtual universities. With the advent of computer mediated communication, especially the widespread adoption of the web as a publishing medium, educators see the advantages and potential of delivering educational material over the Internet. The Web offers an excellent medium for content delivery with full text, colour graphics support and hyperlinks. The Purpose of this paper is to present a model for the usage of web-based information technology in computer aided architectural design and engineering education. It involves the key features of a full educational system that is capable of offering the teacher and the student flexibility with which to approach their teaching and learning tasks in ways most appropriate to the architectural design and engineering education. Web-based educational system aims at creating quality in on-line educational materials taking collaboration, support, new skills, and, most of all, time. The paper concludes with a discussion of the benefits of such an education system suggesting directions for further work needed to improve the quality of architectural design and engineering education.
keywords Web-based Information Technology, Online Education, Virtual Campus, Computer Aided Architectural Design, Engineering Education
series eCAADe
last changed 2022/06/07 07:55

_id 22b7
authors Donath, D. and Regenbrecht, H.
year 1999
title Der Bleistift im 21. Jahrhundert. Das architektonische Entwerfen in interaktiven VR Umgebungen. (The pencil in the 21th century. The architectural design process in Virtual Environments)
source IAO Forum Architektur im Informationszeitalter, FhG Stuttgart, 21.-22.4.1999, proceedings, chapter 7, 10 p.
summary In the very young discipline of Virtual Reality Applications only a few reports are available about using this technology for periods longer than in experimental setups. This paper describes experiences made during five years of usage of Virtual Reality (VR) in educational training for architects. About 100 different people were working with our systems during this period. Three programs were developed at Bauhaus University with the aim of teaching architectural students to design in three-dimesional environments. The first program called voxDesign is based on the metaphor of voxels. The second program, planeDesign, uses rectangualar planes to describe room-like situations. An other program vram for the user orientated description of flexible and own interfaces and environments is current under construction, a first verson is presented at the international computer exhibition ìCeBitî in 1999. All programs force the users to design in a 1:1 scale, that means that the design and the feedback actions are coupled in an embodied way. A real walking metaphor is used for navigation. The experiences made by users are explained too.
keywords Virtual Reality, Interaction, Human Computer Interfaces, Digital Media
series other
email
last changed 2003/02/26 18:58

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id fd35
authors Donath, Dirk
year 1999
title Using Immersive Virtual Reality Systems for Spatial Design in Architecture
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 307-318
summary In the very young discipline of Virtual Reality Applications only a few reports are available about using this technology for periods longer than in experimental setups. This paper describes experiences made during four years of usage of Virtual Reality (VR) in educational training for architects. About 100 different people were working with our systems during this period. Two programs were developed at Bauhaus University with the aim of teaching students in architecture in three-dimensional sketching. An other program for free and own interfaces and environments is currently under construction and will be presented at the international computer fair "CeBit" in 1999. The first program called voxDesign is based on the metaphor of voxels. The second program, planeDesign, uses rectangualar planes to describe room-like situations. All programs force the users to design in a 1:1 scale, which means that the design and the feedback actions are coupled in an embodied way. A real walking metaphor is used for navigation. The experiences made by the students are explained too.
keywords Virtual Reality, Architecture, Design, Design Support Systems, Interaction, Research, Education, Usability, Human Computer Interfaces
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 79fb
authors Fencott, Clive
year 1999
title Towards a Design Methodology for Virtual Environments
source Virtual Reality Applications Centre, University of Teeside
summary Virtual Reality (VR) is currently the subject of much academic research and virtual environments, particularly in the form of 3D computer games, are the subject of much commercial activity. However, the development process for VEs is not well documented or fully researched. In this paper the available literature relating to VE design is briefly reviewed prior to the presentation of a possible design methodology for VEs. The paper then goes on to discuss the weak points in the methodology and problems with inter-relating the various stages. Finally, future areas of research are identified.
series other
last changed 2003/04/23 15:50

_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 3936
authors Geroimenko, Vladimir
year 1999
title Online Photorealistic VR with Interactive Architectural Objects
doi https://doi.org/10.52842/conf.ecaade.1999.414
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 414-417
summary This paper describes how Virtual Reality (VR) technologies can be used for modelling photorealistic environments with interactive and changeable architectural content. This application of VR allows us to create photograph-based panoramic models of real places that include a variety of interactive architectural objects and details. The user is able not only to navigate through a virtual environment (look around, up and down, zoom, jump to another viewpoint or location) but also to change buildings or their architectural details by clicking, moving or rotating. The following types of interactive objects are completely integrated with a virtual environment: 2D image-based objects, 3D image-based objects, 3D VRML-based objects and onscreen world controls. The application can be used effectively for teaching, including distance Internet-based education, project presentations and rapid prototyping. A sample VR environment is presented and some of the key creative and technological issues are discussed.
keywords Virtual Reality Modelling, Architectural Design, Interactive Contents, Photorealistic Environments
series eCAADe
email
last changed 2022/06/07 07:51

_id 933a
authors GVU
year 1999
title Conceptual Design Space Project
source Center Virtual Environments Group. GeorgiaTech,Virginia, USA
summary The Conceptual Design Space (CDS) is a real-time, interactive virtual environments application which attempts to address the issue of 3D design in general and immersive design in particular. We are researching innovative tools and interface elements for virtual worlds. The first application of these techniques is an architectural one. Graduate students from Georgia Tech's College of Architecture will be using CDS to create conceptual building designs. The students will not only be able to inspect and "inhabit" their buildings, but will also have the ability to modify them, add details, or create new designs, all while immersed in the virtual world.
series other
last changed 2003/04/23 15:50

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