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

PDF papers
References

Hits 1 to 20 of 733

_id 4c4b
authors Gavin, Lesley
year 2000
title 3D Online Learning in Multi-User Environments
doi https://doi.org/10.52842/conf.ecaade.2000.187
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 187-191
summary Over the last 2 years the MSc Virtual Environments course in the Bartlett School of Graduate Studies has used a 3-dimensional on-line multi-user environment to explore the possibilities for the architectural design of virtual environments. The "Bartlett" virtual world is established as the environment where students undertake group design projects. After an initial computer based face-toface workshop, students work from terminals at home and around the university. Using avatar representations of themselves, tutors and students meet in the on-line environment. The environment is used for student group discussions and demonstrations, tutorials and as the virtual "siteÕ for their design projects. The "Bartlett" world is currently open to every internet user and so often has "visitors". These visitors often engage in discussions with the students resulting in interesting dynamics in the teaching pattern. This project has been very successful and is particularly popular with the students. Observations made over the 2 years the project has been running have resulted in interesting reflections on both the role of architectural design in virtual environments and the use of such environments to extend the pedagogical structure used in traditional studio teaching. This paper will review the educational experience gained by the project and propose the ideal software environment for further development. We are now examining similar types of environments currently on the market with a view to adapting them for use as a distance learning medium.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:51

_id 1eac
authors Garner, S.
year 2000
title Is Sketching Still Relevant in Virtual Design Studios?
source Proceedings of DCNet, Sydney
summary Sketching, as a particular subset of drawing, has for a long time, been valued within design activity. Although they can appear rough, inaccurate or incomplete, sketches have been presented as both valuable output from, and evidence of, essential activity in designing by individuals and groups. This paper reflects on this value and asks whether sketching is relevant today, given the advances in computing and communications technology seen in modern virtual design environments. Is it time to let go of the metaphor of drawing or can this ancient human capability still tell us something relevant for the improvement of the virtual design studio? While freehand line drawings may not have the same importance in current virtual design studios the support of incompleteness, ambiguity and shared meaning in solution-focused and problem-focused thinking remains essential. The paper proposes that attention to 'graphic acts' has improved our understanding of sketching within collaborative designing. A particular type of fast, transitory 'thumbnail' sketch would appear to be important. If this is so then attention to its modern counterpart in the latest 3D, multi-user, immersive virtual design studios is overdue if they are to support the cognitive processes of creativity vital to design.
series other
last changed 2003/04/23 15:50

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id e023
authors Charitos, Dimitrios and Bourdakis, Vassilis
year 2000
title Designing for the Spatial Context of 3D Online Communities
doi https://doi.org/10.52842/conf.ecaade.2000.165
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 165-169
summary This paper considers the issue of designing the spatial context within which 3D online communities can function and evolve. Firstly, the current state of 3D on-line communities is taken into account, particularly focusing on the way space is conceptualised, organised and depicted in them. A series of such communities is studied and analysed and an attempt to identify possible spatial design criteria is made. On the basis of this analysis and relevant work on designing space in Virtual Environments (V_s), a series of suggestions on the way that the spatial context of 3D online communities can be designed and developed are made.
keywords 3D City modeling
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 3b4c
authors Chung, Misun
year 2000
title A Sacred Space in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2000.007
source ACADIA Quarterly, vol. 19, no. 2, pp. 7-8
summary Sometimes we hold an object in our hand or look at a 2D drawing and wonder what would be like to be inside that space? Mentally, we are able to transcend ourselves into another dimension. That is the reality of our physical space. But in this new cyberspace, we are able to share that experience with others. Through visual, sound, color, and spatial stimulation, we are able to share what used to be only an imaginable space with others in “real time”. The technology of multi-user 3D environment is still cumbersome and unstable but the future expansion and opportunities far weights its current limitations.
series ACADIA
last changed 2022/06/07 07:56

_id ec4d
authors Croser, J.
year 2001
title GDL Object
source The Architect’s Journal, 14 June 2001, pp. 49-50
summary It is all too common for technology companies to seek a new route to solving the same problem but for the most part the solutions address the effect and not the cause. The good old-fashioned pencil is the perfect example where inventors have sought to design-out the effect of the inherent brittleness of lead. Traditionally different methods of sharpening were suggested and more recently the propelling pencil has reigned king, the lead being supported by the dispensing sleeve thus reducing the likelihood of breakage. Developers convinced by the Single Building Model approach to design development have each embarked on a difficult journey to create an easy to use feature packed application. Unfortunately it seems that the two are not mutually compatible if we are to believe what we see emanating from Technology giants Autodesk in the guise of Architectural Desktop 3. The effect of their development is a feature rich environment but the cost and in this case the cause is a tool which is far from easy to use. However, this is only a small part of a much bigger problem, Interoperability. You see when one designer develops a model with one tool the information is typically locked in that environment. Of course the geometry can be distributed and shared amongst the team for use with their tools but the properties, or as often misquoted, the intelligence is lost along the way. The effect is the technological version of rubble; the cause is the low quality of data-translation available to us. Fortunately there is one company, which is making rapid advancements on the whole issue of collaboration, and data sharing. An old timer (Graphisoft - famous for ArchiCAD) has just donned a smart new suit, set up a new company called GDL Technology and stepped into the ring to do battle, with a difference. The difference is that GDL Technology does not rely on conquering the competition, quite the opposite in fact their success relies upon the continued success of all the major CAD platforms including AutoCAD, MicroStation and ArchiCAD (of course). GDL Technology have created a standard data format for manufacturers called GDL Objects. Product manufacturers such as Velux are now able to develop product libraries using GDL Objects, which can then be placed in a CAD model, or drawing using almost any CAD tool. The product libraries can be stored on the web or on CD giving easy download access to any building industry professional. These objects are created using scripts which makes them tiny for downloading from the web. Each object contains 3 important types of information: · Parametric scale dependant 2d plan symbols · Full 3d geometric data · Manufacturers information such as material, colour and price Whilst manufacturers are racing to GDL Technologies door to sign up, developers and clients are quick to see the benefit too. Porsche are using GDL Objects to manage their brand identity as they build over 300 new showrooms worldwide. Having defined the building style and interior Porsche, in conjunction with the product suppliers, have produced a CD-ROM with all of the selected building components such as cladding, doors, furniture, and finishes. Designing and detailing the various schemes will therefore be as straightforward as using Lego. To ease the process of accessing, sizing and placing the product libraries GDL Technology have developed a product called GDL Object Explorer, a free-standing application which can be placed on the CD with the product libraries. Furthermore, whilst the Object Explorer gives access to the GDL Objects it also enables the user to save the object in one of many file formats including DWG, DGN, DXF, 3DS and even the IAI's IFC. However, if you are an AutoCAD user there is another tool, which has been designed especially for you, it is called the Object Adapter and it works inside of AutoCAD 14 and 2000. The Object Adapter will dynamically convert all GDL Objects to AutoCAD Blocks during placement, which means that they can be controlled with standard AutoCAD commands. Furthermore, each object can be linked to an online document from the manufacturer web site, which is ideal for more extensive product information. Other tools, which have been developed to make the most of the objects, are the Web Plug-in and SalesCAD. The Plug-in enables objects to be dynamically modified and displayed on web pages and Sales CAD is an easy to learn and use design tool for sales teams to explore, develop and cost designs on a Notebook PC whilst sitting in the architects office. All sales quotations are directly extracted from the model and presented in HTML format as a mixture of product images, product descriptions and tables identifying quantities and costs. With full lifecycle information stored in each GDL Object it is no surprise that GDL Technology see their objects as the future for building design. Indeed they are not alone, the IAI have already said that they are going to explore the possibility of associating GDL Objects with their own data sharing format the IFC. So down to the dirty stuff, money and how much it costs? Well, at the risk of sounding like a market trader in Petticoat Lane, "To you guv? Nuffin". That's right as a user of this technology it will cost you nothing! Not a penny, it is gratis, free. The product manufacturer pays for the license to host their libraries on the web or on CD and even then their costs are small costing from as little as 50p for each CD filled with objects. GDL Technology has come up trumps with their GDL Objects. They have developed a new way to solve old problems. If CAD were a pencil then GDL Objects would be ballistic lead, which would never break or loose its point. A much better alternative to the strategy used by many of their competitors who seek to avoid breaking the pencil by persuading the artist not to press down so hard. If you are still reading and you have not already dropped the magazine and run off to find out if your favorite product supplier has already signed up then I suggest you check out the following web sites www.gdlcentral.com and www.gdltechnology.com. If you do not see them there, pick up the phone and ask them why.
series journal paper
email
last changed 2003/04/23 15:14

_id 3fd1
authors Cybis Pereira, A.T., Tissiani, G. and Bocianoski, I.
year 2000
title Design de Interfaces para Ambientes Virtuais: como Obter Usabilidade em 3D (Interface Design for Virtual Environments: How to obtain use of 3-D space.)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 313-315
summary The paper presents part of a research developed close to LRV, Laboratory of Virtual Reality of the program of Post-Graduation of the Engineering of production of UFSC. The research aims to answer the approaches for the design of Human-Computer Interfaces, called HCI, for virtual media. Being considered VR the more advanced computer interface technology, at least by the point of view of the interactivity, how come guarantee its usability and at the same time draw graphic interfaces that possess aesthetic and functional value? Besides, in virtual space with or without immersion, how can the design of the interface contribute to stimulate the user’s interactivity with the system in VR? These and other subjects are essential for those who work with interface design for computer systems, and that comes across the need of presenting medias that use virtual reality technology. Through this article a study is presented on the design techniques, the used tools, the recommendations and the necessary requirements of visual communication for HCI for virtual spaces.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 65b0
authors De Souza e Silva, Adriana
year 2000
title Habitar o Digital (To Inhabit the Digital)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 307-309
summary This paper analyzes the graphic digital interfaces of multiuser environments. Throughout the analysis of several graphic interfaces existing on the web - textual, 2D graphics and 3D graphics - and the role of the avatars (the body interface), the goal is to rethink the role of these interfaces in the contemporary time, just like a way to represent a subject (and a world) that is fragmented, multiple and deconstructed. After the birth of the www, the graphic interface of the computer, which was used to design graphic pages, turned also to be a tool to design digital environments. With the emergence of multiuser environments, the graphic interface should not only mediate the relationship man / machine, but also interface the relationship man / man. In this context, some questions, as the presence, the activity and the identity on the web should be graphically solved. What does online conversations look like?
series SIGRADI
email
last changed 2016/03/10 09:50

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
doi https://doi.org/10.52842/conf.ecaade.2000.265
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 265-268
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_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 a25e
authors Loy, Hollis A.
year 1999
title Foundation for a Thorough CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1999.301
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 301-308
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 caadria2000_000
id caadria2000_000
authors Tan, Beng-Kiang; Tan, Milton; Wong, Yunn-Chii (eds.)
year 2000
title CAADRIA 2000
doi https://doi.org/10.52842/conf.caadria.2000
source Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, 519 p.
summary Ever since the advent of computer graphics in the sixties, computer-aided architectural design (CAAD) has made a great impact in architectural education and practice. Its central role as a new media for the representation and analysis of designs will ensure that it will continue to do so. The teaching and research in CAAD in Asia have also been growing in scope and in quality. In the 21st century, the challenges of architectural education and practice in the new millennium will open up new fronts in CAAD research. This conference is an important platform to evaluate the challenge and opportunities and will enable researchers to exchange ideas and collaboration in projects with specific relevance to CADD for Asia. This compilation of 48 papers were elected through a blind review by an international panel and presented at the conference in Singapore on 18 - 19 May 2000. The chapters are organised according to the main topics covered by the conference -- Collaborative Design, Simulation, Design Education, Knowledge Representation, Design Process, Information Systems, Design Tools, Virtual Reality and Computer Media. The Collaborative Design section consists of papers which deal with Collaborative Design Process interfaces to databases, Collaborative Design System for Citizen Participation, Team Awareness in Collaboration and Computer Environment for supporting Design Collaboration. The Simulation section deals with lighting studies, colour assessment, simulation of urban growth patterns, dynamic simulations in buildings and way-finding. The Design Education section consists of papers on design pedagogy in design studios using computers, virtual studios and virtual learning. The Knowledge Representation section consists of papers that deal with knowledge-based systems, design representation and shape grammar. The Design Process section consists of papers on design process and cognition, design creativity and the computer media. The Information Systems section consists of papers on information navigation, information management, design information repository and databases. The Design Tools section consists of papers on design tools based on generative systems, a new method for 3D animation and movement-in-architectural-space representation. The Virtual Reality and Computer Media section deals with virtual reality applications and tools in architecture, designing virtual environments and computer media and visualization.
series CAADRIA
last changed 2022/06/07 07:49

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ń either between/among human participants or between human participants and the computer interface Š seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id b09a
authors Ceccato, C., Falk, L. and Fischer, Th.
year 2000
title The Silk Road: An Interactive Online Encyclopaedia as a Foundation for Networked Education in Design
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 50-54
summary This paper describes a multidisciplinary design studio project conducted in Spring 2000 titled “The Silk Road”. The studio is an implementation of an innovative initiative in design education known as Networked Education in Design (NED) and is a further component in a series of on-line, interactive design studios under development at the Hong Kong Polytechnic University School of Design. NED is an educational philosophy, a pedagogical strategy encompassing several different aspects of Internet and Intranet communications, multimedia and shared learning environments, with the goal to decentralise the campus experience, enhance the local-global academic dialogue, and create an interdisciplinary, extendable and flexible virtual learning environment. In the case illustrated here, NED was manifested as an “Electronic Encyclopaedia” exercise designed to provide a universally applicable body of knowledge for students to use in design studios within their field of study, resulting in a rich and diverse body of work which in its disciplinary diversity manifested a common epistemological root.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 0898
authors Chastain, Thomas and Elliott, Ame
year 2000
title Cultivating design competence: online support for beginning design studio
source Automation in Construction 9 (1) (2000) pp. 83-91
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking––forming the basis of thinking "like a designer". Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 3338
authors Heylighen, Ann and Neuckermans, Herman
year 2000
title DYNAMO - Dynamic Architectural Memory On-line
source Educational Technology and Society, Vol.3, No.2, April 2000 (ISSN 1436-4522), pp. 86-95
summary This paper describes the current status of DYNAMO, a web-based design assistant for students and professional designers in the field of architecture. The tool can be considered a Case-Based Design (CBD) system in so far that it was inspired by the view of cognition underlying CBD. The paper points out how DYNAMO incorporates this view, and at the same time extrapolates it beyond the individual. In this way, the tool attempts to embrace and profit from several kinds of interaction that are crucial for the development and renewal of design knowledge. This should result in a design tool that both feels cognitively comfortable to (student-) designers, and offers them a platform for exchanging knowledge and insights with colleagues in different contexts and at different levels of experience. In addition, the paper describes the implementation of these theoretical ideas as a working prototype, which has recently been tested by 4th year design students. Finally, DYNAMO is situated in the context of other comparable tools that have been or are being developed in the field of architectural design.
keywords Educational Multimedia, Interactive Learning Environments, Online Education
series journal paper
email
more http://ifets.gmd.de/periodical/vol_2_2000/heylighen.html
last changed 2002/11/14 08:40

_id 326c
authors Hirschberg, U., Gramazio, F., H¾ger, K., Liaropoulos Legendre, G., Milano, M. and Stöger, B.
year 2000
title EventSpaces. A Multi-Author Game And Design Environment
doi https://doi.org/10.52842/conf.ecaade.2000.065
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 65-72
summary EventSpaces is a web-based collaborative teaching environment we developed for our elective CAAD course. Its goal is to let the students collectively design a prototypical application - the EventSpaces.Game. The work students do to produce this game and the process of how they interact is actually a game in its own right. It is a process that is enabled by the EventSpaces.System, which combines work, learning, competition and play in a shared virtual environment. The EventSpaces.System allows students to criticize, evaluate, and rate each otherÕs contributions, thereby distributing the authorship credits of the game. The content of the game is therefore created in a collaborative as well as competitive manner. In the EventSpaces.System, the students form a community that shares a common interest in the development of the EventSpaces.Game. At the same time they are competing to secure as much credit as possible for themselves. This playful incentive in turn helps to improve the overall quality of the EventSpaces.Game, which is in the interest of all authors. This whole, rather intricate functionality, which also includes a messaging system for all EventSpaces activities, is achieved by means of a database driven online working environment that manages and displays all works produced. It preserves and showcases each authorÕs contributions in relation to the whole and allows for the emergence of coherence from the multiplicity of solutions. This Paper first presents the motivation for the project and gives a short technical summary of how the project was implemented. Then it describes the nature of the exercises and discusses possible implications that this approach to collaboration and teaching might have.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:50

_id b5f3
authors Johnson, Brian R.
year 2000
title Sustaining Studio Culture: How Well Do Internet Tools Meet the Needs of Virtual Design Studios?
doi https://doi.org/10.52842/conf.ecaade.2000.015
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 15-22
summary The Internet beckons seductively to students. The prospect of nearly instantaneous communication with acquaintances spread across the face of the earth is alluring. The ease with which rich graphical content can be made available to the world is stunning. The possibility of a design being seen by friends, family, and famous architects is tantalizing. Faculty are drawn by the potent synergy and learning that can be found in the opposition and cooperation of different cultural roots. It is probable that entire design studio sequences will be offered through distance-learning programs in the near future. Is that a good idea? Much has been written about "virtual design studios" in architecture schools and "virtual offices" in practice. Most offices have largely or totally abandoned drafting boards in favor of digital tools of production. Yet, regarding design, Ken Sanders, author of The Digital Architect, and Manager of Information Services at Zimmer Gunsul Frasca Partnership (ZGF), of Portland, Oregon, has written "we still make an effort to locate project teams together and always will". Production CAD work requires different kinds of interaction than design and design instruction. The experiments have been invaluable in developing strategies for use of the Internet as a component of a design studio series, but rarely depend entirely on use of the Internet for all course communications. In fact, most describe fairly isolated efforts to augment some aspect of traditional design environments using Internet tools (ftp, email, web). A few have implemented new pedagogic or collaboration paradigms (e.g., ETH’s phase(x)). This paper considers the traditional design studio in terms of formal and informal activities, characterizes the major Internet technologies with regard to the resulting interaction issues. In particular, it describes an area of informal work group communications that appears to be ill-supported with existing tools. The paper goes on to describe a web-based collaboration tool which was developed to address the need for less formal communication. The context for this development is the concept of a fully distributed collaboration environment with particular attention to questions of informal communication. Finally, it describes how the tool was deployed in an experimental "web studio" setting and student responses to use of the tool.
keywords Virtual Design Studio, Collaboration, Online Communities, Web Tools
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:52

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

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 36HOMELOGIN (you are user _anon_542322 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002