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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References

Hits 1 to 20 of 629

_id 5a10
authors Cheng, Nancy Yen-Wen
year 1999
title Playing with Digital Media: Enlivening Computer Graphics Teaching
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 96-109
doi https://doi.org/10.52842/conf.acadia.1999.096
summary Are there better ways of getting a student to learn? Getting students to play at learning can encourage comprehension by engaging their attention. Rather than having students' fascination with video games and entertainment limited to competing against learning, we can direct this interest towards learning computer graphics. We hypothesize that topics having a recreational component increase the learning curve for digital media instruction. To test this, we have offered design media projects with a playful element as a counterpart to more step-by-step descriptive exercises. Four kinds of problems, increasing in difficulty, are discussed in the context of computer aided architectural design education: 1) geometry play, 2) kit of parts, 3) dreams from childhood and 4) transformations. The problems engage the students in different ways: through playing with form, by capturing their imagination and by encouraging interaction. Each type of problem exercises specific design skills while providing practice with geometric modeling and rendering. The problems are sequenced from most constrained to most free, providing achievable milestones with focused objectives. Compared to descriptive assignments and more serious architectural problems, these design-oriented exercises invite experimentation by lowering risk, and neutralize stylistic questions by taking design out of the traditional architectural context. Used in conjunction with the modeling of case studies, they engage a wide range of students by addressing different kinds of issues. From examining the results of the student work, we conclude that play as a theme encourages greater degree of participation and comprehension.
series ACADIA
email
last changed 2022/06/07 07:55

_id 37d1
authors Corona Martíne, Alfonso and Vigo, Libertad
year 1999
title Before the Digital Design Studio
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 247-252
summary This paper contains some observations which derive from our work as Studio Professors . In the last years, studios are in a transition phase with the progressive introduction of computers in later stages of the design process. The initiative generally belongs to students rather than to studio masters, since the former are aware that a knowledge of CAD systems will make them able to get work in architects offices. It is the first few Studios that will guide the student in forming a conception of what is architecture . Therefore, we have observer more attentively the way in which he establishes his first competence as a designer. We believe it is useful to clarify design training before we can integrate computers into it. The ways we all learn to design and which we transmit in the Studio were obviously created a long time ago, when Architecture became a subject taught in Schools, no longer a craft to be acquired under a master. The conception of architecture that the student forms in his mind is largely dependent on a long tradition of Beaux-Arts training which survives (under different forms) in Modern Architecture. The methods he or she acquires will become the basis of his creative design process also in professional life. Computer programmes are designed to adapt into the stages of this design process simply as time saving tools. We are interested in finding out how they can become an active part in the creative process and how to control this integration in teaching. Therefore, our work deals mainly with the tradition of the Studio and the conditioning it produces. The next step will be to explore the possiblities and restrictions that will inevitably issue from the introduction of new media.
series SIGRADI
email
last changed 2016/03/10 09:49

_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 3e04
authors Montagu, A., Rodríguez Barros, D. and Chernobilsky, L.B.
year 1999
title Design, Heuristics and Digital Media. An Experimental Pedagogic Approach to the Cultural Integration of Media
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 178-191
doi https://doi.org/10.52842/conf.acadia.1999.178
summary Globalization is a multidimensional process which impregnates all the facts and events of our present culture and, as a by-product of this situation, there is a set of complex relationships where "intuitive behavior plus knowledge and information technology" are central issues of the new pedagogic procedures of our times. In this paper we assume by "knowledge" the data obtained from a set of relationships oriented towards the "heuristic approach" from the point of view of "qualitative analysis" concepts (Muhr 91). Our main "provisional hypothesis" is to use this methodology to control the analysis-synthesis process as a continuous procedure during the design stages . One particular aspect of this view is going through the "informatic culture phenomena" which is the base of the present "turning point" of design procedures in most architectural and design schools around the world. This paper discusses how "media" is affecting the "design process" regarding three aspects: the conceptual, the instrumental and the representational one. These aspects are also affecting the cultural models and creating new paradigms in the way new design methodologies combine "heuristics procedures" with the growing set of computer graphics parameters.
series ACADIA
email
last changed 2022/06/07 07:58

_id 0c63
authors Montagu, Arturo, Rodriguez Barros, Diana and Chernobilsky, Lilia B.
year 1999
title Design, Qualitative Analysis and Digital Media: An Experimental Pedagogic Approach to the Cultural Evaluation and Integration of Media
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 127-135
doi https://doi.org/10.52842/conf.ecaade.1999.127
summary Globalization is a multidimensional process which impregnates all the facts and events of our present culture and, as a by-product of this situation, there is a set of complex relationships where "intuitive behavior plus knowledge and information technology" are central issues of the new pedagogic procedures of our times. In this paper we assume by "knowledge" the data obtained from a set of relationships orientated towards the "heuristic approach" from the point of view of "qualitative analysis" concepts (Muhr 91). Our main "provisional hypothesis" is to use this methodology to control the analysis-synthesis process as a continuous procedure during the design stages. One particular aspect of this view is going through the "informatic culture phenomena" which is the base of the present "turning point" of design procedures in most of the architectural and design schools around the world. This paper discusses how "media" is affecting the "design process" regarding three aspects: the conceptual, the instrumental and the representational one. These aspects are affecting also the cultural models and creating new paradigms in the way how new design methodologies combine "heuristics procedures" with the growing set of computer graphics parameters.
keywords Architecture, Design, Qualitative Analysis, Digital Media
series eCAADe
email
last changed 2022/06/07 07:58

_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
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 459-465
doi https://doi.org/10.52842/conf.ecaade.1999.459
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 2092
authors Voigt, Andreas and Linzer, Helena
year 1999
title The Digital City
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 438-442
summary Information-transfer and -management, quality of planning, efficiency in decision-finding and public relations make for the continuous challenges in space-related planning. The integration of the "computer" - an essential tool of modern times - throughout the process of urban and regional planning, particularly regarding city development is a present-day challenge. A "Computer Aided City Development" calls for modular structuring taking the specialized requirements of a up-to-date city development into account as well as integrating suited simulation techniques and media effectively in the planning process in line with the respective state of the art. The present research project was aimed at structuring modular fields of application for "Computer Aided City Development" on the basis of the general framework conditions of regional and urban planning and city development. Paying regard to the "ecological-dynamical" city development the pilot project "The Digital City" puts planning modules of "Computer Aided City Development" to use in a selected transection of the urban area of Vienna (area around UNO-City, Wagramer Straße). By means of a digital, three-dimensional work-as-executed model the urban-spatial development possibilities in variants can be subjected to a spatial discussion throughout workshops making interactive use of a high-speed graphic computer. Furthemore, this pilot project was also dedicated to trying new forms of cooperation between science and administration
keywords Computer Graphics in Design and Planning, Urban Design, Urban Planning
series SIGRADI
email
last changed 2016/03/10 10:02

_id bfc2
authors Bessone, Miriam and Mantovani, Graciela
year 1999
title Integración del Medio Digital a la Enseñanza del Diseño Arquitectónico. Huellas de un Taller Experimental (Integration of Digital Media in the Teaching of Architectural Design. Tracks of an Experimental Studio)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 289-294
summary This paper presents the searching of new building modes for the knowledge of design in curriculum workshops at Facultad de Arquitectura, Diseno y Urbanismo of the Universidad Nacional del Litoral the proposed “research action” program articulates longitudinally in the three cycles of the career, understanding architecture as metaknowledge within a new paradigm of subjectivity, complexity and multidimensionality. In other words, it is recognized a new scenery tending to modify didactic relations. This experimental field looks for conscientious equilibrium between “written culture/audiovisual culture”, and “analog instruments/digital media”. We focus our interest on the “machine interacting with and for men”, looking for harmonious synthesis through a new way of thinking, to allow “real progress”. For turning this idea into action, we organized an alternative and plural team-work in architecture. We called it “experimental workshop”. In this first level the students worked. On a preliminary plan of a “kindergarden”. They developed a divergent process through the 3D simulations (using the software 3DS MAX v2), scale models and sensible sketches. For conclusions, the paper addresses the characteristics of the pedagogic model used and the results achieved.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 1206
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Transformaciones en el Proceso Enseñanza-Aprendizaje de la Geometría Descriptiva con la Apliacación de los Medios Digitales (Transformations in the Teaching/Learning Process of Descriptive Geometry with the Aplplication of Digital Media)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 347-348
summary The insert of the digital technologies in the atmosphere Áulico has left generalizing in a significant way. An example constitutes it the high percentage of students that they manifested general knowledge in the software handling in the introductory course of visual communication, as well as the voluntary presentation of practical works developed with digital means. The necessity of an answer to the requirements that arise of the students sinks to the certainty of a pedagogic compatibility among the matter to try and the teaching attended by the personal computer that would increase the Iconidad and the understanding of a topic of certain complexity like it is the geometry of the space. An educational program designed for the teaching of the Sistema Monge whose general characteristics were presented in the II Ibero-American Seminar of Digital Graph and that it will be applied as experience pilot in the course 2000, it will allow us to respond to the following queries: what place it will be given to the educational program in the formation process in connection with the other pedagogic means.
series SIGRADI
email
last changed 2016/03/10 09:47

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 24f0
authors Kram, Reed and Maeda, John
year 1999
title Transducer: 3D Audio-Visual Form-Making as Performance
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 285-291
summary This paper describes Transducer, a prototype digital system for live, audio-visual performance. Currently the process of editing sounds or crafting three-dimensional structures on a computer remains a frustratingly rigid process. Current tools for real-time audio or visual construction using computers involve obtuse controls, either heavily GUI'ed or overstylized. Transducer asks one to envision a space where the process of editing and creating on a computer becomes a dynamic performance. The content of this performance may be sufficiently complex to elicit multiple interpretations, but Transducer enforces the notion that the process of creation should itself be a fluid and transparent expression. The system allows a performer to build constructions of sampled audio and computational three-dimensional form simultaneously. Each sound clip is visualized as a "playable" cylinder of sound that can be manipulated both visually and aurally in real-time. The transducer system demonstrates a creative space with equal design detailing at both the construction and performance phase.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a25e
authors Loy, Hollis A.
year 1999
title Foundation for a Thorough CAAD Education
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 301-308
doi https://doi.org/10.52842/conf.ecaade.1999.301
summary The birth and development of computing is considered by most as one of the greatest technological achievements of the twentieth century. Since the integration of computers in the built environment, over two decades ago, computing methods developed into efficient designing and calculating tools. In contrast, accelerating advancements in computing technology have created generation gaps amongst architects. There are inexperienced, novice, intermediate and advanced computer-capable architects. If each group was asked to define CAAD, some would still describe it as a computer program for technical draughting. Others may define CAAD (Computer Aided Architectural Design) as a vast array of digital media in CAD, multimedia and DTP, assisting architects in compiling visual presentations. Currently, most architectural schools are capable of instructing most, if not all, facets of CAAD (2D & 3D CAD, model rendering, photo montage, brochure layouts, etc.). However, this knowledge is accumulated at random throughout the course of study. "Computer Graphics for Architects" is the latest educational development in Europe bridging generation gaps with senior architects and serving as an introductory CAAD seminar to beginning architecture students. This book and lecture presents a gallery of recent architectural CAD, multimedia, and DTP presentations practiced in Europe´s second largest architectural firm. The terminology is user-friendly and its content concentrates on responding to the most often posed questions by CAAD beginners relating to: (1) Terminology (2) Appearance (3) Time Consumption (4) Cost Techniques introduced are independent of any platform. The goal is to summarize quickly and effectively the countless possibilities of presentations applicable in architecture practice. "Computer Graphics for Architects" provides a direction for future presentations and motivates students to excel in CAAD.
series eCAADe
email
last changed 2022/06/07 07:59

_id ec6b
authors Medero Rocha, Isabel Amalia
year 1999
title Os Programas de Computador e o Processo de Projeto na Construcao do Conhocimento Arquitetonico (Computer Programs and Design Processes in the Construction of Architectural Knowledge)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 165-170
summary The works studies aspects of design strategies and computer graphics programs, and it presents possibilities of using computer to aid architectural conception. It envolves three area knowledgement situating the subject at the compass of the design teaching, considering the impact of the computing technology expertise architectural. It establishes a conceptual correspondense developed by the theoric discussion, amongst the analogies and sucessives aproximations it also focuses operatives categories of the architectural design and computers operator. It results the configuration of images and concepts which preexist in the designs procedures. The works also aproaches relations of object representation and architectural design. It makes a relation-ship between graphics categories and architecture to unable studies base on concepts of design theory and its connection with the computer program. It generates matrix of knowledgement, refered to the theory of architectural composition, extracting expertise able to sugest analogies with the computer programs, which operators use to describe and represent the architectural object and decision making during the design process.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ee8a
authors Porrúa, Marina and Rueda, Marta
year 1999
title Innovación Didáctica. Digitalización de un ejercicio práctico cuya problemática central es la organización de la forma en el espacio bidimensional y la introducción al diseño textil (Didactic Innovation. Digitalization of a practical exercises whose Central Issue is the Organization of Form in Bidimensional Space and the Introduction to the Textile Design)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 285-288
summary The projectual disciplines must respond with some grade of originality to a approached problem. In order to products of design be creative must be implemented a creative process of design and also from the teaching. The essence of creativity are the variations over a subject. A pedagogic way for this, is the one to recognise, individualise and represent the problem attributes, building upon them an "exploration space", to analyse and create new combinatorial alternatives or restructuring of the problem. The digital media incorporation as a new proyectual environment approaches the interactivity not only of the combinatorial variables, but, also to the hypermedia's. Both the digital documents, as the creative process, have a "no linear" or a "net" structure, that allows the construction of a himself way, self-managemented into this structure. The interactivity makes possible to work, as the divergent thought does, in a "polydirectional" field, that stimulates the fluency, the flexibility and the originality. The new- media's, used as didactic tool, open to "action", allow the students to convert them in "co- author", together professors, about themself learning process. >From this educational conception and its potential enrichment with the hypermedia, we are designing a project of digitising of an exercise to our didactic proposal and its later application into the course with our students.
series SIGRADI
email
last changed 2016/03/10 09:57

_id c05b
authors Senagala, M.
year 1999
title An Epistemological and Systems Approach to Digital Technology Integration in Architectural Curriculum
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 16-26
doi https://doi.org/10.52842/conf.acadia.1999.016
summary Architectural institutions around the world have been faced with the question of digital technology integration for the last one decade. Numerous attempts have been made by those institutions to utilize and harness the new technology by trial and error methods. Although much has been said and done about the computer as a tool and a medium, there is a great paucity of well-considered and holistic theoretical frameworks that have been successfully applied in architectural curricula. The emergence of digital technology as an environment and as an overarching system has NOT been a much understood or acknowledged fact. This lack of systemic wisdom, in the digital technology integration process, is always punished by the system. In this paper, I intend to 1.) Outline the epistemological, philosophical, pedagogical and operational issues of digital technology integration efforts undertaken at Kansas State University. 2.) Meditate a systemic and holistic framework of principles, paradigms, proposals and strategies from a systems point of view that could be applied at other educational institutions. In contradistinction to the analytical, hierarchical and prosthetic approaches frequently adapted by the architectural institutions, I propose a systems approach and an ecological paradigm to understand and comprehensively integrate digital technology with architectural curricula. While many of the ideas brought under the framework may not be new, the framework itself is a new proposition. The framework draws heavily from Jean-François Lyotard’s postmodern pedagogical work, Deleuze and Guattari’s post-structural notions of “rhizome”, and Gregory Bateson’s expositions of ecological and systems approach.
series ACADIA
email
last changed 2022/06/07 07:56

_id 1419
authors Spitz, Rejane
year 1999
title Dirty Hands on the Keyboard: In Search of Less Aseptic Computer Graphics Teaching for Art & Design
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 13-18
summary In recent decades our society has witnessed a level of technological development that has not been matched by that of educational development. Far from the forefront in the process of social change, education has been trailing behind transformations occurring in industrial sectors, passively and sluggishly assimilating their technological innovations. Worse yet, educators have taken the technology and logic of innovations deriving predominantly from industry and attempted to transpose them directly into the classroom, without either analyzing them in terms of demands from the educational context or adjusting them to the specificities of the teaching/learning process. In the 1970s - marked by the effervescence of Educational Technology - society witnessed the extensive proliferation of audio-visual resources for use in education, yet with limited development in teaching theories and educational methods and procedures. In the 1980s, when Computers in Education emerged as a new area, the discussion focused predominantly on the issue of how the available computer technology could be used in the school, rather than tackling the question of how it could be developed in such a way as to meet the needs of the educational proposal. What, then, will the educational legacy of the 1990s be? In this article we focus on the issue from the perspective of undergraduate and graduate courses in Arts and Design. Computer Graphics slowly but surely has gained ground and consolidated as part of the Art & Design curricula in recent years, but in most cases as a subject in the curriculum that is not linked to the others. Computers are usually allocated in special laboratories, inside and outside Departments, but invariably isolated from the dust, clay, varnish, and paint and other wastes, materials, and odors impregnating - and characterizing - other labs in Arts and Design courses.In spite of its isolation, computer technology coexists with centuries-old practices and traditions in Art & Design courses. This interesting meeting of tradition and innovation has led to daring educational ideas and experiments in the Arts and Design which have had a ripple effect in other fields of knowledge. We analyze these issues focusing on the pioneering experience of the Núcleo de Arte Eletrônica – a multidisciplinary space at the Arts Department at PUC-Rio, where undergraduate and graduate students of technological and human areas meet to think, discuss, create and produce Art & Design projects, and which constitutes a locus for the oxygenation of learning and for preparing students to face the challenges of an interdisciplinary and interconnected society.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 44c0
authors Van Leeuwen, Jos P.
year 1999
title Modelling architectural design information by features : an approach to dynamic product modelling for application in architectural design
source Eindhoven University of Technology
summary Architectural design, like many other human activities, benefits more and more from the ongoing development of information and communication technologies. The traditional paper documents for the representation and communication of design are now replaced by digital media. CAD systems have replaced the drawing board and knowledge systems are used to integrate expert knowledge in the design process. Product modelling is one of the most promising approaches in the developments of the last two decades, aiming in the architectural context at the representation and communication of the information related to a building in all its aspects and during its complete life-cycle. However, after studying both the characteristics of the product modelling approach and the characteristics of architectural design, it is concluded in this research project that product modelling does not suffice for support of architectural design. Architectural design is characterised mainly as a problem solving process, involving illdefined problems that require a very dynamic way of dealing with information that concerns both the problem and emerging solutions. Furthermore, architectural design is in many ways an evolutionary process. In short term this is because of the incremental approach to problem solving in design projects; and in long term because of the stylistic development of designers and the continuous developments in the building and construction industry in general. The requirements that are posed by architectural design are concentrated in the keywords extensibility and flexibility of the design informationmodels. Extensibility means that designers can extend conceptual models with definitions that best suit the design concepts they wish to utilise. Flexibility means that information in design models can be structured in a way that accurately represents the design rationale. This includes the modelling of incidental characteristics and relationships of the entities in the model that are not necessarily predefined in a conceptual model. In general, product modelling does not adequately support this dynamic nature of design. Therefore, this research project has studied the concepts developed in the technology of Feature-based modelling, which originates from the area of mechanical engineering. These concepts include the usage of Features as the primitives for defining and reasoning about a product. Features have an autonomous function in the information model, which, as a result, constitutes a flexible network of relationships between Features that are established during the design process. The definition of Features can be specified by designers to formalise new design concepts. This allows the design tools to be adapted to the specific needs of the individual designer, enlarging the library of available resources for design. In addition to these key-concepts in Feature-based modelling as it is developed in the mechanical engineering context, the project has determined the following principles for a Feature-based approach in the architectural context. Features in mechanical engineering are used mainly to describe the lowest level of detail in a product's design, namely the characteristics of its parts. In architecture the design process does not normally follow a strictly hierarchical approach and therefore requires that the building be modelled as a whole. This implies that multiple levels of abstraction are modelled and that Features are used to describe information at the various abstraction levels. Furthermore, architectural design involves concepts that are non-physical as well as physical; Features are to be used for modelling both kinds. The term Feature is defined in this research project to reflect the above key-concepts for this modelling approach. A Feature is an autonomous, coherent collection of information, with semantic meaning to a designer and possibly emerging during design, that is defined to formalise a design concept at any level of abstraction, either physical or non-physical, as part of a building model. Feature models are built up entirely of Features and are structured in the form of a directed graph. The nodes in the graph are the Features, whereas the arcs are the relationships between the Features. Features can be of user-defined types and incidental relationships can be added that are not defined at the typological level. An inventory in this project of what kind of information is involved in the practice of modelling architectural design is based on the analysis of a selection of sources of architectural design information. This inventory is deepened by a case study and results in the proposition of a categorisation of architectural Feature types.
keywords Automated Management Information Systems; Computer Aided Architectural Design; Information Systems; Modelling
series thesis:PhD
email
more http://www.ds.arch.tue.nl/jos/thesis/
last changed 2003/02/12 22:37

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7a52
authors Wong, Wilson and Kvan, Thomas
year 1999
title Textual support of collaborative design
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 168-176
doi https://doi.org/10.52842/conf.acadia.1999.168
summary Discussions of media in architectural design typically revolve around graphical forms, be they digital or analog. For example, much current research addresses the relationship between design sketching and cognitive process affecting the products of individual designers. This emphasis on graphics overshadows the role of text in design. While most CAD tools pursue increasingly realistic computer graphics, the interactions of designing require broader support. In this paper, we consider the importance of text in collaborative architectural design. Text is a common medium to record information in computer technology and has a role to play in an architectural design process. In the collaborative environment, a shared understanding and preserved history are important for communication. In this way, just as graphics can be seen as a cognitive aid, so too can text. Any singular design medium is insufficient to present the design idea thoroughly. Several design media should coexist. This paper outlines the cognitive background graphics in design, then reviews the role of text in design collaboration, drawing upon experimental results from cognitive science and architectural settings. As a conclusion, the paper sets out a direction for future research and development of tools to support collaborative design communication.
series ACADIA
email
last changed 2022/06/07 07:57

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