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 c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 15:14

_id 6032
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary Contributed by Jose Ripper Kós (josekos@ufrj.br)
keywords 3D City modeling
series other
last changed 2001/06/04 20:27

_id e719
authors Achten, Henri and Turksma, Arthur
year 1999
title Virtual Reality in Early Design: the Design Studio Experiences
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 327-335
summary The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 seconds, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 69f5
authors Chan, C., Maves, J. and Cruz-Neira, C.
year 1999
title An Electronic Library for Teaching Architectural History
doi https://doi.org/10.52842/conf.caadria.1999.335
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 335-344
summary This research project developed an electronic library of significant buildings chosen to represent seven selected periods of Western architectural history: Egyptian (Mortuary temple of Queen Hatshepsut), Greek (Parthenon), Roman (Pantheon), Romanesque (Speyer Cathedral), Gothic (Notre Dame Cathedral), Renaissance (Tempietto), and Modern (Des Moines Art Center). All buildings were reconstructed in their original or intended forms based on plans, drawings, photographs, and historical texts. Two products were generated by this project: (1) materials to be displayed on the World Wide Web, including rendered still images for perception, movies for a visual guide, and Virtual Reality Modeling Language (VRML) models for user navigation; and (2) virtual reality (VR) models to be displayed in the C2 (an improved version of the Cave Automatic Virtual Environment or CAVE facility). The benefits of these VR models displayed on the Web and in the C2 are their easy accessibility at any time from various geographic locations and the immersive experience that enhances viewersÌ understanding of the effects of spatial proportions on form and of colors on materials.
series CAADRIA
more http://archvr.design.iastate.edu/miller
last changed 2022/06/07 07:56

_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 2690
authors Chiu, Mao-Lin
year 1999
title Design Navigation and Construction Simulation by Virtual Reality
doi https://doi.org/10.52842/conf.caadria.1999.031
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 31-41
summary This paper depicts the approach of constructing a virtual reality environment for simulating architectural design and construction operations. The virtual environment is established to demonstrate the spatial performance of design and constructability of construction operations. Particularly, the functions such as navigation of construction sites, simulation of construction operations, and evaluation of construction details will be critical to construction operations. The system shell is implemented by JAVA on the web and integrated with VRML for supporting the above functions. The study focuses on the needs for the system integration and interface design. Four modes of human computer interfaces are proposed, including the user, agent, monitor, and immersion modes. Finally, this paper provides demonstration of construction simulation in an office building project to highlight the above discussion. The operations of crane towers and curtain wall installation are also studied in the construction process. In conclusion, this paper demonstrates the potential uses and limitation of virtual reality in simulation of the built environment.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 5689
authors Garcia Alvarado, Rodrigo, Hempel Holzapfel, Ricardo and Parra, Juan Carlos
year 1999
title Virtual Design for Innovative Timber Structures
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 319-326
summary The major timber structures have great efficiency and beauty, but not many use in buildings due difficulties to represent and resolve theirs geometrical complexity, regulated by several constructive rules. The spatial richness and attractive of these structures can be a contribution in architecture, and encourage the use of wood. For aid the design and impels innovative solutions we are developing a computer system to program the geometrical regulations and allow a tridimensional visualization of different models with virtual-reality devices. First we are studing the architectural morphology and design process of structures more typically used; beams, trusses, frames and arcs. Establishing theirs proportions, distribution, shapes alternatives and the computational algorithm. In other hand we are evaluating the 3D-visualization in the innovation of designs. Some students of architecture developed in a virtual- system small projects based on other projects designed with traditional media. The models were compare by a panel of professors, considering overall quality and creativity. The results of that experience shows advantages in geometrical innovation, specially in organic shapes user-centered instead of orthogonal compositions. But also some constructive fails, which is necessary to support with related procedures.
series AVOCAAD
last changed 2005/09/09 10:48

_id 504a
authors Rodrigo Alvarado, García
year 1999
title Design-Based on VR-Modeling of Environemntal Conditions
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 126-129
summary The research on CAD has been looking for a long time a creative contribution to architectural design, including recently the use of virtual-reality as an immersive modeling system, but without much practical results. However, contemporary architecture is increasingly including digital characteristics based more on cultural influences than on the use of electronic tools. This shows an evolution of the discipline in relation to digital media and apparently distant from environmental concerns. But the works and reflexions reveal a common convergence in the role of body in architecture as a pivot between virtual and local dimension of design. Based on that relationship we propose to take advantage of virtual-reality for modeling environmental conditions of the location in order to guide architectural design, using for example the potential of representing characteristics not visible in reality or to simulate time cycles. Sun displacement, wind direction, temperature ranges, topography and landscape are specific conditions in design that define energy consumption and human comfort. Such characteristics can establish optimal shapes crossing the different variables with timelines. VR-modeling and interactive control allow an spatial evaluation of environmentally efficient forms. That is showed through an exercise of housing in different locations of Chile. This merger between digital media and ecological concerns represents a crossing of contemporary cultural trends to motivate exploration of new geometries, supported on the potential of technology and on sustainable human development
series SIGRADI
email
last changed 2016/03/10 09:59

_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 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 3017
authors Carson, J. and Clark, A.
year 1999
title Multicast Shared Virtual Worlds Using VRML 97
source Proceedings of VRML 99 Fourth Symposium on the Virtual Reality Modeling language, The Association for Computing Machinery, Inc. New York, pp. 133-140
summary This paper describes a system for authoring and executing shared virtual worlds within existing VRML97 viewers such as Cosmo Player. As VRML97 does not contain any direct support for the construction of virtual worlds containing multiple users extensions are presented to provide support for shared behaviours, avatars and objects that can be manipulated and carried by participants in the world; these extensions are pre-processed into standard VRML97 and Java. A system infrastructure is described which allows worlds to be authored and executed within the context of the World Wide Web and the MBone. CR Categories and Subject Descriptors: C.2.2 [Computer Communication Networks]: Network Protocols - Applications; C.2.4 [Computer Communication Networks]: Distributed Sys- tems - Distributed Applications; H.5.1 [Information Interfaces and Presentation] Multimedia Information Systems - Artificial, Aug- mented and Virtual Realities; 1.3.2 [Computer Graphics]: Graphics Systems - Distributed/network graphics: 1.3.6 [Computer Graph- ics]: Methodology and Techniques - Interaction Techniques; 1.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism - Virtual Reality.
series other
last changed 2003/04/23 15:50

_id 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id 076e
authors Ennis, G. and Lindsay, M.
year 1999
title VRML Possibilities: The evolution of the Glasgow Model
source Proceedings of International Conference on Virtual Systems and MultiMedia. University of Abertay. Dundee
summary During the 1980's, ABACUS, a research unit at the University of Strathclyde developed an interest in the ability to model and manipulate large geometrical databases of urban topography. Initially, this interest lay solely in the ability to source, capture and store the relevant data. However, once constructed, these models proved genuinely useful to a wide range of users and there was soon a demand for more functionality relating to the manipulation not just of the graphics, but also the range of urban attributes. Although a number of improvements were implemented there were drawbacks to the wide adoption of the software produced. The problems were almost all due to deficiencies in the then current hardware and software system available to the professions, and although this strand of research continued to be pursued, most of the development had to be focused on research applications and deployment. However, the recent advent of the Virtual Reality Modelling Language (VRML) standards have rekindled interest in this field since this language enables many of the issues that have proved problematic in the past to be addressed and solved. The potential now exists to provide wide access to large scale urban models. This paper focuses on the application of VRML as applied to the 'Glasgow Model'.
series other
email
last changed 2003/04/23 15:50

_id 473d
authors Maver, Tom and Petric, Jelena
year 1999
title Virtual Heritage: Is There a Future for the Past?
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 482-487
summary This paper attempts an overview of the contribution which emerging information technologies - viz CAD, Multimedia, Virtual Reality and the Internet - can make to the presentation, understanding and preservation of the rich architectural heritage which exists (pro-term) in almost every cultural context. In the UK, the growing interest in sites such as Stonehenge has, through the threat of greater physical presence, increasingly kept the public at bay - a curious paradox which Virtual Reality (VR) has the potential to address. Virtual Reality (-an overly used and underly understood term-) is an information technology which can provide a convincing experience of environments which: i) exist, but are too remote, costly or hazardous, to visit. ii) don't yet exist but are planned, such as architectural designs or urban plans. iii) never will exist, other than in the imagination. iv) existed in the past and are now threatened or already lost. // This paper has its focus on the latter category, i.e. what is now becoming known as Virtual Heritage (VH), but it puts VH in the context of the broader spectrum of simulated experiences of past, present and future environments of cultural significance. The paper draws largely on the work of ABACUS, the Architecture and Building Aids Computer Unit, Strathclyde. The examples of the application of IT to VH include: i) a virtual reality experience of Historic Scotland's premier historical site: Skara Brae, the most complete neolithic settlement in Northern Europe. ii) a multimedia CD-ROM featuring some 50 of the most wonderful interiors of Glasgow's architectural treasures. iii) a computer based archive of rare and normally inaccessible 17C and 18C drawings of Scottish buildings from three seminal sources. iv) a massive 3-D model of Glasgow (some 10,000 buildings located on the hilly terrain of the city), which is now accessible on the Internet. // The paper concludes with conjectures based on the examples given of how emerging information technologies can help secure a future for the past.
series SIGRADI
email
last changed 2016/03/10 09:55

_id d2b4
authors Maver, Tom and Petric, Jelena
year 1999
title Media in Mediation: Prospects for Computer Assisted Design Participation
doi https://doi.org/10.52842/conf.acadia.1999.138
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 138-147
summary One of the most consistent, powerful and philosophical ideas which has run like a silk thread through the short and erratic history of the development of computer aided architectural design is that of user participation in the design decision-making process. It is not an idea with which the architectural profession is particularly comfortable but it is, the authors claim, one which is central to the professional ethic and, therefore, to its ultimate survival.

Design decision-making is, if addressed properly, a hugely, complex multi-variety, multi-person process on which precious little serious research has been focused. In the late 1960's the Design Methods Group in the USA and the Design Research Society in the UK formulated paper-based models of the design process and anticipated, in some regards with un-nerving accuracy, the way in which the application of information technologies would impinge beneficially on the process of design decision-making and, therefore, on the quality of the built environment.

One concept expressed at that time was as follows: (•) the application of computers to the modeling and prediction of the cost and performance behavior of alternative design solutions allows subjective value judgements to be better informed and more explicitly audited, and that (•) such subjective value judgements should be made by those most affected by them, i.e. the future owners and users of buildings. //

This paper is devoted to the critical re-examination of this concept, on the seminal research and development which has kept the notion alive over 30 years, and, most importantly in the context of the theme of ACADIA 1999, how the current advances in multimedia, virtual reality and internet access are not yet making its ubiquitous adoption inevitable: in short, a plea for Media in Mediation.

series ACADIA
email
last changed 2022/06/07 07:58

_id a234
authors Von Wodtke, M.
year 1999
title Design with digital tools
source Mc Graw Hill.
summary Delivers ready-to-use professional guidance on the tools that are revolutionizing the design professions. Helps you and your design team use the information technology more effectively and also helps you engage your clients online. You get hands-on help with the nuts-and-bolts of finding free information and images quickly, applying templates and applets, gaining access to detail, libraries, and smoothing workflow with management and collaborative tools. On the CD-ROM: * High-speed tools for design stages * Links to online resources * Create in information environments * Master digital modeling & imaging * Apply CAD in drafting and design * Design special effects, multimedia, and presentations * Navigate geographic information systems * Manipulate virtual reality * Create a state-of-the-art design office
series other
last changed 2003/04/23 15:14

_id ce86
authors Von Wodtke, Mark
year 1999
title Design with Digital Tools : Using New Media Creatively
source McGraw Hill (Tx)
summary Now, you can dive into all aspects of digital design confidentlywith this vital skill-building resource. Written by noted designer, educator, and author Mark von Wodtke, this new, perfectly timed book delivers ready-to-use professional guidance on the tools that are revolutionizing the design professions. It can help you and your design team use information technology more effectively and also help you engage your clients online. Use this book in your office, or in courses teaching design and the effective use of new media. With scores of examples, methods, strategies, and techniques, Mark von Wodtke hands you everything you need to work your way through 3-D prototyping, virtual reality environments, CAD programs, multimedia, and much more. In addition, you get hands-on help with the nuts-and-bolts of finding free information and images quickly, applying templates and applets, gaining access to detail, libraries, and smoothing workflow with management and collaborative tools.
series other
last changed 2003/02/26 18:58

_id 1a3d
authors Willey, David
year 1999
title Sketchpad to 2000: From Computer Systems to Digital Environments
doi https://doi.org/10.52842/conf.ecaade.1999.526
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 526-532
summary It can be argued that over the last thirty five years computer aided architectural design (CAAD) has made little impact in terms of aiding design. The paper provides a broadbrush review of the last 35 years of CAAD research and suggests that the SKETCHPAD notion that has dominated CAAD since 1963 is now a flawed concept. Then the discipline was replete with Modernist concepts of optimal solutions, objective design criteria and universal design standards. Now CAD needs to proceed on the basis of the Post Modern ways of thinking and designing opened up by digital techniques - the Internet, multimedia, virtual reality, electronic games, distance learning. Computers facilitate information flow and storage. In the late seventies and eighties the CAAD research community's response to the difficulties it had identified with the construction of integrated digital building models was to attempt to improve the intelligence of the computer systems to better match the understanding of designers. Now it is clear that the future could easily lie with CAAD systems that have almost no intelligence and make no attempt to aid the designer. Communication is much more central to designing than computing.
keywords History, Intelligence, Interface, Sketchpad, Web
series eCAADe
email
last changed 2022/06/07 07:56

_id bd21
authors Barría Chateau, H., García Alvarado, R., Lagos Vergara, R. and Parra Márquez, J.C.
year 1999
title Evaluation of Spatial Perception in Virtual Environments
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 145-148
summary The 3D environments created by computers can be used as a powerful simulation tool for architecture, especially with inmersive devices, but it is necessary to know properly their spatial characteristics to use it effectively. It is also important to consider their possibilities in communication networks and their implications in contemporary architecture. For this reason, the goal of this research is to evaluate the perception of virtual architectonic spaces in relation to the perception of real architectonic spaces. This research is based on the comparison of experiences of university students in a real space (Entrance Hall of Faculty of Economy) and in the same space modeled by a computer. The evaluation considers tests with stereoscopic helmets and interactive navigation, making questionnaires to characterize the sensation of dimensions, relationships and time for an specific activity. The measuring of real and virtual spaces are made through references (furniture, textures, etc.) or by proportional relations between height, width and depth, in different patterns. The experience also reveals mental schemes to perceive the dimension of architectonic space and the orientation in a real and virtual environment. Besides, the research allows to relate the different levels of complexity and information with the understanding of real architectonic space and modeled space.
series SIGRADI
email
last changed 2016/03/10 09:47

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