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 311

_id 01c0
authors Af Klercker, Jonas
year 2000
title Modelling for Virtual Reality in Architecture
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. 209-213
doi https://doi.org/10.52842/conf.ecaade.2000.209
summary CAAD systems are using object modelling methods for building databases to make information available. Object data must then be made useful for many different purposes in the design process. Even if the capacity of the computer will allow an almost unlimited amount of information to be transformed, the eye does not make the transformations in the same “simple” mathematical way. Trained architects have to involve in an inventive process of finding ways to “harmonize” this new medium with the human eye and the architect’s professional experience. This paper will be an interimistic report from a surveying course. During the spring semester 2000 the CAAD division of TU-Lund is giving a course “Modelling for VR in Architecture”. The students are practising architects with experience from using object modelling CAAD. The aims are to survey different ways to use available hard- and software to create VR-models of pieces of architecture and evaluate them in desktop and CAVE environments. The architect is to do as much preparation work as possible with his CAAD program and only the final adjustments with the special VR tool.
keywords CAAD, VR, Modelling, Spatial Experience
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id f73b
authors Brady, Darlene A.
year 2000
title Percept vs. Precept: Digital Media & the Creative Process
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. 261-264
doi https://doi.org/10.52842/conf.ecaade.2000.261
summary The design of architecture, as well as all of the arts, is a creative act concerned with the expression of ideas through culturally significant and relevant form. In order for the creative act to transcend the authority or dictates of precedents or trends, it must be informed and guided by a process and not a product; one which reveals, but does not dictate, expressive, functional form. The initial impact of digital media on architectural design has been the ability to render the look of a final project or to create shapes that reflect the facility of the tool. Digital media also enables the composition and structure of space and form to be discovered simultaneously and relationally with the phenomena of color and kinetics, to generate and visualize an idea as form, and to represent form as experience. This requires interweaving computing with a creative process in which percept, rather than precept, is the driving force of the investigation. This paper explores the role of ideation, tectonic color and kinetics as an intentional design strategy and formgiver for architecture. The role of the computer is to enable the designer to generate meaningful architecture beyond precepts of image and style. Design as a making in the mind uses our rational and imaginative faculties. Complete freedom is not a necessity for inventiveness. Research on creativity indicates that "constraining options and focusing thought in a specific, rigorous and discerning direction" play an important role. The key is a balance of structured and discursive inquiry that encourages a speculative, free association of ideas. Tim Berners-Lee, one of the creators of the World Wide Web, likened creativity to a weblike process that is nonlinear but also not random; which when placed in an environment rich with information will float ideas so the mind "can jiggle them into an insight." Geoffrey Vickers in his essay, "Rationality and Intuition" described this symbiotic relationship as "...two functions which in practice are never wholly separated but which are, nonetheless, logically distinct as two reciprocating phases in a recurrent process of mental activity." The rational is formative and intuition is generative; both are essential to creativity.
keywords Percept, Creativity, Ideation, Tectonic Color, Kinetics
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

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

_id 976f
authors Cheng, Nancy and Kvan, Thomas
year 2000
title Design Collaboration Strategies
source Proceedings of the Fifth International Conference on Design and Decision Support Systems in Architecture, pp. 62-73
summary This paper explains the logistical and technical issues involved in design collaboration and how to address them strategically in projects for design, teaching and research. Five years of arranging projects, studying peer results and involving novices in exchanges point out the benefits and pitfalls of Internet partnering. Rather than a single universal technical solution, multiple solutions exist: Technical means must be tailored to specifics concerning the task and participants. The following factors need to be considered in finding the best fit between technology and group design: 1) Collaboratorsí profiles, 2) Mutual value of produced information, 3) Collaboration structure, and 4) Logistical opportunities. The success of a virtual studio depends upon clear task definition, aligned participant expectations and suitable engagement methods. We question the efforts required in the installation of expensive technologies for communication and visualization. Often technical systems support ancillary and non-beneficial activity.
series other
email
last changed 2003/05/15 10:29

_id 6c45
authors Drewe, Paul
year 2000
title In Search of New Concepts of Physical and Virtual Space
source CORP 2000, Vienna, pp. 37-44
summary Physical space is the material object of spatial planning and urbanism. It comprises, traditionally, zonesadapted to activities and channels of communication providing links between zones, catering to transport. Orvarious types of buildings, if one includes architecture. Virtual space opened by ICT, still is less familiar. Itis, after all, "no more than abstract flows of electronic signals, coded as information, representation andexchange" (Graham). This partly explains the frequent use of metaphors to describe it, among them spatialmetaphors (Graham, 1997). In dealing with the interactions between physical and virtual space, spatialmetaphors tend to obscure the issues and therefore better be avoided.Physical and virtual space must be defined as distinct entities. After all, only utopians believe in urbandissolution with all information supposed to become available at all times and places to all people. What arethe most important interactions between physical and virtual space?
series other
email
more www.corp.at
last changed 2002/12/19 12:15

_id 8805
authors Flemming, U., Erhan, H.I. and Ozkaya, I.
year 2001
title Object-Oriented Application Development in CAD
source Technical Report 48-01-01. Pittsburgh, PA: Carnegie Mellon University, Institute of Complex Engineered Systems
summary This report describes a graduate interdisciplinary course offered to students in the graduate program of the School of Architecture at Carnegie Mellon and related departments in fall 2000. The motivation was the realization that when commercial CAD (Computer-Aided Design) systems recently switched from procedural application programming languages to object-oriented ones, third-party application must undergo a significant cognitive retooling"; i. e. they must know more than the syntax and semantics of the new programming language to be used and must be able to employ appropriate software development strategies that are appropriate for the new paradigm. especially with respect to the importance of modeling, a distinguishing characteristic of object-oriented programming. The goal of the course was (a) to introduce and test strategies of object-oriented application development in general and in the context of MicroStation, a state-of-the-art commercial CAD package; (b) to develop-as a course team project-an interesting application that gives students practice with these strategies and team work; and (c) to document our approach and findings so that others can learn from them. The strategies introduced were the use-case approach of Jacobson et al. and the complementary object-modeling tools of Rumbaugh that were recently integrated into the Unified Modeling Language UML. The software platform supporting the course comprised MicroStation, JMDL (a superset of Java) and ProjectBank on the CAD side and RationalRose on the modeling side. The application developed by students in the course supports the generation of drawings for remodeling projects from a set of dgn files describing the existing state of the building to be remodeled. The course was supported by a grant and in-kind contributions from Bentley with matching funds from the Pennsylvania Infrastructure Technology Alliance (PITA)."
series report
email
last changed 2003/04/23 15:50

_id ddssar0014
id ddssar0014
authors Janssen, P., Frazer, J. and Ming-xi, T.
year 2000
title Evolutionary design systems: a conceptual framework for the creation of generative processes
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This paper presents an conceptual framework for the construction of generative mapping processes as a basis for creating active design tools in the domain of architecture. Such generative processes are seen as key components within evolutionary systems that manipulate populations of alternative solutions in order to discover previously unexplored possibilities. Solutions are represented in two forms: as highly encoded genotypes referred to as design seeds and as decoded phenotypes referred to as design proposals. The generative process maps the design seed to the design proposal. The discussion of generative processes is in two parts. In the first part it is argued that any generative process that aims to create a wide range of solutions that differ from each other in fundamental ways must focus on a limited subcategory of possible designs. It is proposed that the endeavour to create active design tools demands that the focus be on the designer's highly personalised style, called a design-schema. The second part discusses how to uncover the essence of an architectural design-schema. In particular, it is argued that implicit and familiar aspects of buildings must be scrutinised in order to reveal the knowledge that is essential to capturing and codifying a design-schema. A range of rationalisations and conceptualisations of built form are presented with examples to illustrate possible routes of analysis. Finally, in conclusion, the possibility of discovering universal generators common to many divers generative processes are discussed.
series DDSS
last changed 2003/08/07 16:36

_id ddssar0017
id ddssar0017
authors Leeuwen, Jos van and Vries, Bauke de
year 2000
title Capturing design knowledge in formal concept definitions
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary For support of creativity in architectural design, design systems must be provided with information models that are flexible enough to follow the dynamic way of designers in handling early design information. This paper discusses a framework for information modelling using Features that answers this need. One of the characteristics of the framework is that designers can define the formalisation of their own design concepts into types of Features. The definition of these Feature Types can be done in different manners; three scenarios for this procedure are presented and discussed.
series DDSS
last changed 2003/08/07 16:36

_id ca8f
authors Lieberman, Oren
year 2000
title The Application of Object-oriented Software Concepts in Architectural Pedagogy
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. 27-33
doi https://doi.org/10.52842/conf.ecaade.2000.027
summary Architecture, a complex discipline that involves many people and things and the relationships amongst them, requires a pedagogical approach by which the student, even in her first year, must be able to think "complexly" across many subjects. The object-oriented analysis and design software programming paradigm, which models complex "realities", or "models the way people understand and process reality", holds promising concepts for architectural education. It is not my intention to extract slavishly all possible concepts from object-orientation (OO) and accept them as a "recipe" for educating the architect. Indeed, one of the reasons I find OO so elegant is that it provides a strategy, a non-prescriptive framework, with which both teachers and students can explore their own architectural investigations. It also provides the possibility of a common language, offering a structure in which, for example, certain standards can be measured within departments, or with which we can negotiate compatibility across different national credit systems to facilitate and encourage cross-cultural (border) exchange.
keywords Object-Oriented, Aspect, Subject-Oriented, Concern Spaces, Reusability, Abstraction/Compression, Encapsulation, Maintenance
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id fdb8
authors Montagu, A., Rodriguez Barros, D. and Chernobilsky, L.
year 2000
title The New Reality through Virtuality
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. 225-229
doi https://doi.org/10.52842/conf.ecaade.2000.225
summary In this paper we want to develop some conceptual reflections of the processes of virtualization procedures with the aim to indicate a series of misfits and mutations as byproducts of the “digital-graphic culture” (DGC) when we are dealing with the perception of the “digital space”. Considering the present situation, a bit chaotic from a pedagogical point of view, we also want to propose a set of “virtual space parameters” in order to organize in a systemic way the teaching procedures of architectural design when using digital technology. Nowadays there is a great variety of computer graphics applications comprising practically all the fields of “science & technology”, “architecture, design & urbanism”, “video & film”, “sound” and the massive amount of information technology protocols. This fact obliges us to have an overall view about the meaning of “the new reality through virtuality”. The paper is divided in two sections and one appendix. In the first section we recognise the relationships among the sensory apparatus, the cognitive structures of perception and the cultural models involved in the process of understanding the reality. In the second section, as architects, we use to have “a global set of social and technical responsabilities” to organize the physical space, but now we must also be able to organize the “virtual space” obtained from a multidimensional set of computer simulations. There are certain features that can be used as “sensory parameters” when we are dealing with architectural design in the “virtual world”, taking into consideration the differences between “immersive virtual reality” and “non inmersive virtual reality”. In the appendix we present a summary of some conclusions based on a set of pedagogical applications analysing the positive and the negative consequences of working exclusively in a “virtual world”.
keywords Virtualisation Processes, Simulation, Philosophy, Space, Design, Cyberspace
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:58

_id 95e9
authors Monteiro de Menezes, Alexandre
year 2000
title O uso do computador no ensino de desenho de representação nas Escolas de Arquitetura Brasileiras (The Use of Computers for Teaching Representation Drawings in Brazilians Schools of Architecture)
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. 374-376
summary This paper studies the computer in teaching drawings in architecture schools. To accomplish it differences are set between expression and representation drawings and three periods are analyzed from the perspective of historical evolution of representation drawing and relationship with architects. The first period is Renaissance and we focus on the appearance of the Perspective Method. The second is the VVIII century and the development of the Projective Method. The third is the XX century and the advent of graphic computation. The information technology in architecture course must be regarded as issue for the entire institution. We conclude that the challenge for Architecture Schools is to create ways of using computer in the architectural project process. This research show that the possibilities of teaching break away with the importance given to the projective drawing and setting the three dimensional environment as the starting point for the process of architectonic creation.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 1743
authors Ozel, Filiz
year 2000
title Spatial Databases and the Analysis of Dynamic Processes in Buildings
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 97-106
doi https://doi.org/10.52842/conf.caadria.2000.097
summary This article investigates the potential applications of geographic information systems (GIS) in the analysis and simulation of dynamic processes in buildings and explores it within the context of life safety analysis of buildings. In doing so, the primary focus of the article is to look at how architectural components and spaces can be represented in a spatial database system and what types of methods must be used in the analysis of such a database. Until now GIS applications have primarily been seen as tools suitable for the analysis of urban design and planning problems, therefore an additional objective here is to bring GIS to the attention of architectural researchers as a potential tool for the representation and analysis of spatial data in architecture.
series CAADRIA
email
last changed 2022/06/07 08:00

_id 899f
authors Papamichael, K., Pal, V., Bourassa, N., Loffeld, J. and Capeluto, I.G.
year 2000
title An Expandable Software Model for Collaborative Decision-Making During the Whole Building Life Cycle
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 19-28
doi https://doi.org/10.52842/conf.acadia.2000.019
summary Decisions throughout the life cycle of a building, from design through construction and commissioning to operation and demolition, require the involvement of multiple interested parties (e.g., architects, engineers, owners, occupants and facility managers). The performance of alternative designs and courses of action must be assessed with respect to multiple performance criteria, such as comfort, aesthetics, energy, cost and environmental impact. Several stand-alone computer tools are currently available that address specific performance issues during various stages of a building’s life cycle. Some of these tools support collaboration by providing means for synchronous and asynchronous communications, performance simulations, and monitoring of a variety of performance parameters involved in decisions about a building during building operation. However, these tools are not linked in any way, so significant work is required to maintain and distribute information to all parties. In this paper we describe a software model that provides the data management and process control required for collaborative decision-making throughout a building’s life cycle. The requirements for the model are delineated addressing data and process needs for decision making at different stages of a building’s life cycle. The software model meets these requirements and allows addition of any number of processes and support databases over time. What makes the model infinitely expandable is that it is a very generic conceptualization (or abstraction) of processes as relations among data. The software model supports multiple concurrent users, and facilitates discussion and debate leading to decision-making. The software allows users to define rules and functions for automating tasks and alerting all participants to issues that need attention. It supports management of simulated as well as real data and continuously generates information useful for improving performance prediction and understanding of the effects of proposed technologies and strategies.
keywords Decision Making, Integration, Collaboration, Simulation, Building Life Cycle, Software.
series ACADIA
email
last changed 2022/06/07 08:00

_id 6b9d
authors Payssé, Marcelo
year 2000
title Reflexiones sobre el Diseño Arquitectónico en la Era Digital (Reflections on Architectural Design in the Digital Era)
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. 69-71
summary The ubiquity of the digital computer is revolutionizing our understanding of architecture, a paradigm shift comparable to the Renaissance real perspective, the Industrial Revolution of the XIX century, and the technological and scientific discoveries of the early part of the XX century. The creation of virtual worlds, with their own laws and logics, is one of the most important contributions of the digital era. The paradigms of modern architecture are being replaced by other models. The advent of the digital age erased the boundary between “original” and “copy”. Working with design fundamentals and not merely with its graphical manifestations will produce a revolution in architectural design, similar to the genetic revolution of decoding the human genome. Centralized, “star-topology” design locations, are being replaced by distributed, “circle-topology” design teams. The direct influence of digital technologies on the analysis, creation, and realization of architecture also must produce similar revolutions in the teaching of architecture.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 05db
authors Peri, Christopher
year 2000
title Exercising Collaborative Design in a Virtual Environment
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 63-71
doi https://doi.org/10.52842/conf.acadia.2000.063
summary In the last few years remote collaborative design has been attracting interest, and with good reason: Almost everything we use today, whether it is the structure we inhabit, the vehicle we travel in, or the computer we work on, is the result of a number of participants’ contributions to a single design. At the same time, more and more design teams are working in remote locations from one another. In a distributed design situation with remote players, communication is key for successful and effective collaboration. Archville is a distributed, Web-based VR system that allows multiple users to interact with multiple models at the same time. We use it as a platform to exercise collaborative design by requiring students to build individual buildings as part of a city, or village and must share some common formal convention with their neighbors. The Archville exercise demonstrates to students how we can use computing and the Internet to design collaboratively. It also points out the need to have correct up-to-date information when working on collaborative projects because of the dynamic nature of the design process. In addition to architectural design and computer modeling, the exercise immerses students in the political and social aspects of designing within a community, where many of the design constraints must be negotiated, and where group work is often required. The paper describes both the pedagogical and the technical attributes of the Archville project.
keywords Collaboration, Virtual Reality, Design Studio, Real-Time, VRML
series ACADIA
last changed 2022/06/07 08:00

_id 6b25
authors Pini, E.L., Abades, I.S. and Paolucci, A.L.
year 2000
title El Modelo Digital en los Primeros Años de la Enseñanza de la Arquitectura (The Digital Model in the First Years of the Architectural Education)
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. 336-338
summary We will analyze a pedagogic exercise that joined together both the Informatics and Morphology Courses, required in the second year of Architecture School. The objective of the analysis is to explore the possibilities of the computer as a tool for design, and also to contribute some ideas for planning, curriculum development, and the necessary training to introduce the use of computer graphics in the Architecture School. We based our analysis on some preliminary hypotheses: (1) Students must learn to use digital models with a certain degree of simultaneity with learning design and the other techniques used to develop models. (2) Professors of Design, Representation, and Morphology are main actors in this learning process; they do not have to become experts in informatics, but have some understanding of the topic. (3) Many universities and professional associations are offering students and professionals courses based in the use of programs, instead of addressing their real needs.
series SIGRADI
email
last changed 2016/03/10 09:57

_id 2abf
id 2abf
authors Rafi, A
year 2001
title Design creativity in emerging technologies
source In Von, H., Stocker, G. and Schopf, C. (Eds.), Takeover: Who’s doing art of tomorrow (pp. 41-54), New York: SpringerWein.
summary Human creativity works best when there are constraints – pressures to react to, to shape, to suggest. People are generally not very good at making it all up from scratch (Laurel, 1991). Emerging technology particularly virtual reality (VR) Multimedia and Internet is yet to be fully discovered as it allows unprecedented creative talent, ability, skill set, creative thinking, representation, exploration, observation and reference. In an effort to deliver interactive content, designers tend to freely borrow from different fields such as advertising, medicine, game, fine art, commerce, entertainment, edutainment, film-making and architecture (Rafi, Kamarulzaman, Fauzan and Karboulonis, 2000). As a result, content becomes a base that developers transfer the technique of conventional medium design media to the computer. What developers (e.g. artist and technologist) often miss is that to develop the emerging technology content based on the nature of the medium. In this context, the user is the one that will be the best judge to value the effectiveness of the content.

The paper will introduce Global Information Infrastructure (GII) that is currently being developed in the Asian region and discuss its impact on the Information Age society. It will further highlight the ‘natural’ value and characteristics of the emerging technologies in particular Virtual Reality (VR), Multimedia and Internet as a guidance to design an effective, rich and innovative content development. This paper also argues that content designers of the future must not only be both artist and technologist, but artist and technologist that are aware of the re-convergence of art and science and context in which content is being developed. Some of our exploration at the Faculty of Creative Multimedia, Multimedia University will also be demonstrated. It is hoped that this will be the evidence to guide future ‘techno-creative designers’.

keywords design, creativity, content, emerging technologies
series book
type normal paper
email
last changed 2007/09/13 03:46

_id 36dc
authors Reffat, Rabee M. and Gero, John S.
year 1999
title Situatedness: A New Dimension for Learning Systems in Design
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 252-261
doi https://doi.org/10.52842/conf.ecaade.1999.252
summary In this paper we adopt the approach that designing is a series of situated acts, ie designing cannot be pre-planned to completion. This is based on ideas from situated cognition theory that claims that what people perceive, how they conceive and what they do develop together and are adapted to the environment. For a system to be useful for human designers it must have the ability to associate what is learned to its environment. In order for a system to do that such a system must be able to acquire knowledge of the environment that a design constructs. Therefore, acknowledging the notion of situatedness is of importance to provide a system with such capability and add on a new dimension to existing learning systems in design. We will call such a learning system within the design domain a Situated Learning Design System (SLDS). A SLDS should be able to create its own situational categories from its perceptual experiences and modify them if encountered again to link the learned knowledge to its corresponding situation. We have chosen architectural shapes as the vehicle to demonstrate our ideas and used multiple representations to build a platform for a SLDS to learn from. In this paper the notion of situatedness and its role in both designing and learning is discussed. The overall architecture of a SLDS is introduced and how the potential outcome of such a system will support human designers while designing is discussed.
keywords Designing, Situated Knowledge, Multiple Representations, Situated Learning
series eCAADe
email
last changed 2022/06/07 08:00

_id 988d
authors Russell, Peter and Forgber, Uwe
year 2000
title The E-Talier: Inter-university Networked Design Studios
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. 45-50
doi https://doi.org/10.52842/conf.ecaade.2000.045
summary The widespread infiltration of internet based variations of traditional areas of society (e-commerce, e-business, e-mail etc.) will not spare the halls of academia in its propagation. The term courseware is well nigh 20 years old and considerable research and development has been done in bringing network based distributed courses to university consortiums including those in architecture and civil engineering. Indeed, the European Commission has recently approved funding for a 3-year web-based virtual university of architecture and construction technology: the WINDS project led by the University of Ancona. Such attempts to create e-courses are largely an extension of typical courseware where the syllabus is quantified and divided into lessons for use by the students alone or in conjunction with their tutors and professors. This is quite adequate in conveying the base knowledge of the profession. However, the tenants of being an architect or engineer involve the deft use of that unwieldy named and deliciously imprecise tool called "design". Teaching design sooner or later involves the design studio: a pedagogically construed environment of simulation intended to train, not teach the skills of designing. This is fundamentally different from normal courseware. A network based design studio (Etalier) must be able to reflect the nature of learning design. Design studios typically involve specifically chosen design problems, researched supporting information to assist design decisions, focussed discussions, individual consultation and criticism, group criticism, public forums for presentation discussion and criticism as well as a myriad of informal undocumented communication among the students themselves. So too must an Etalier function. Essentially, it must allow collaboration through communication. Traditional barriers to collaboration include language, culture (both national and professional) and distance. Through the internet's capricious growth and the widespread use of English as a second language, the largest hurdle to attaining fruitful collaboration is probably cultural. In the case of an Etalier in a university setting, the cultural difficulties arise from administrative rules, the pedagogical culture of specific universities and issues such as scheduling and accreditation. Previous experiments with virtual design studios have demonstrated the criticality of such issues. The proposed system allows participating members to specify the degree and breadth with which they wish to partake. As opposed to specifying the conditions of membership, we propose to specify the conditions of partnership. Through the basic principal of reciprocity, issues such as accreditation and work load sharing can be mitigated. Further, the establishment of a studio market will allow students, tutors and professors from participating institutions to partake in studio projects of their choosing in accordance with their own constraints, be they related to schedule, expertise, legal or other matters. The paper describes these mechanisms and some possible scenarios for collaboration in the Etalier market.
keywords e-Studio, Virtual Design Studio, Courseware, CSCW
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_id 3fce
authors Shedroff, Nathan
year 2000
title Information Interaction Design: A Unified Field Theory of Design
source Jacobson, R., (ed.). Information Design pp. 267-293. Cambridge: MIT Press
summary One of the most important skills for almost everyone to have in the next decade and beyond will be those that allow us to create valuable, compelling, and empowering information and experiences for others. To do this, we must learn existing ways of organizing and presenting data and information and develop new ones. Whether our communication tools are traditional print products, electronic products, broadcast programming, interactive experiences, or live performances makes little difference. Nor does it matter if we are employing physical or electronic devices or our own bodies and voices. The process of creating is roughly the same in any medium. The processes involved in solving problems, responding to audiences, and communicating to others are similar enough to consider them identical for the purposes of this paper. These issues apply across all types of media and experiences, because they directly address the phenomena of information overload, information anxiety, media literacy, media immersion, and technological overload-all which need better solutions. The intersection of these issues can be addressed by the process of Information Interaction Design. In other circles, it is called simply Information Design, Information Architecture, or Interaction Design, Instructional Design, or just plain Common Sense. Many people create or engineer interactions, presentations, and experiences for others. Almost all interactions- whether part of a book, a directory, a catalog, a newspaper, or a television program-can be created or addressed by one process. This process can be used to produce every CD-ROM, kiosk, presentation, game, and online service. It can also be used for every dance, music, comedy, or theater performance. While the traditions and technologies may change with every discipline, the process does not.
series other
last changed 2003/04/23 15:50

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 15HOMELOGIN (you are user _anon_315610 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002