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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Hits 1 to 20 of 747

_id 2ccf
authors Brown, A., Gavin, L., Berridge, Ph., Achten, H. and Knight, M.
year 2000
title Virtual eCAADe Galleries and Meeting Places
doi https://doi.org/10.52842/conf.ecaade.2000.157
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. 157-163
summary This paper describes the first steps taken to establish a virtual gallery as a device to enable the display and sharing of information, both within the eCAADe organisation and for other interested or related parties. Initially an important role of the gallery would be to display student work from all of the member states of eCAADe. With this feature established we might then want to move on to providing additional elements within the world which could allow exchange of views; discussion; points of contact; and the provision of educational and research information relating to CAAD. The paper will describe the potential of the different kinds of gallery that might be appropriate. The worlds reviewed will deal with sites which offer a collaborative environment represented in a three dimensional form. We will comment on some specific relevant examples, and review their appropriateness against a set of relevant criteria. The proposals that we make will be open to review and comment by eCAADe members before a fully working site is constructed.
keywords eCAADe, Virtual Meeting Places, Internet
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id ga0015
id ga0015
authors Daru, R., Vreedenburgh, E. and Scha, R.
year 2000
title Architectural Innovation as an evolutionary process
source International Conference on Generative Art
summary Traditionally in art and architectural history, innovation is treated as a history of ideas of individuals (pioneers), movements and schools. The monograph is in that context one of the most used forms of scientific exercise. History of architecture is then mostly seen as a succession of dominant architectural paradigms imposed by great architectural creators fighting at the beginning against mainstream establishment until they themselves come to be recognised. However, there have been attempts to place architectural innovation and creativity in an evolutionary perspective. Charles Jencks for example, has described the evolution of architectural and art movements according to a diagram inspired by ecological models. Philip Steadman, in his book "The Evolution of Designs. Biological analogy in architecture and the applied arts" (1979), sketches the history of various biological analogies and their impact on architectural theory: the organic, classificatory, anatomical, ecological and Darwinian or evolutionary analogies. This last analogy "explains the design of useful objects and buildings, particularly in primitive society and in the craft tradition, in terms of a sequence of repeated copyings (corresponding to inheritance), with small changes made at each stage ('variations'), which are then subjected to a testing process when the object is put into use ('selection')." However, Steadman has confined his study to a literature survey as the basis of a history of ideas. Since this pioneering work, new developments like Dawkins' concept of memes allow further steps in the field of cultural evolution of architectural innovation. The application of the concept of memes to architectural design has been put forward in a preceding "Generative Art" conference (Daru, 1999), showing its application in a pilot study on the analysis of projects of and by architectural students. This first empirical study is now followed by a study of 'real life' architectural practice. The case taken has a double implication for the evolutionary analogy. It takes a specific architectural innovative concept as a 'meme' and develops the analysis of the trajectory of this meme in the individual context of the designer and at large. At the same time, the architect involved (Eric Vreedenburgh, Archipel Ontwerpers) is knowledgeable about the theory of memetic evolution and is applying a computer tool (called 'Artificial') together with Remko Scha, the authoring computer scientist of the program who collaborates frequently with artists and architects. This case study (the penthouse in Dutch town planning and the application of 'Artificial') shall be discussed in the paper as presented. The theoretical and methodological problems of various models of diffusion of memes shall be discussed and a preliminary model shall be presented as a framework to account for not only Darwinian but also Lamarckian processes, and for individual as well as collective transmission, consumption and creative transformation of memes.
keywords evolutionary design, architectural innovation, memetic diffusion, CAAD, penthouses, Dutch design, creativity, Darwinian and Lamarckian processes
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0011
id ga0011
authors Maldonado, Gabriel
year 2000
title Travels in Space and Time, Explorations of Virtual SoundScapes, Multi-dimensionalism of Digital Music
source International Conference on Generative Art
summary Composition and performance of Computer Music still keep some of the features of traditional music, together with new ones. Rhythm, melody, harmony can still be present in new paradigms (even if they are not necessarily required when dealing with computer music), but new compositional parameters are coming to light, causing the term «music» not always to be appropriate to describe new phenomena of sonic art. This paper will show some new paradigms of this kind of sonic art, as well as different view of old ones. Any past dogmas should be wiped out when dealing with digital arts. The rebellion against tonality of the first half of 20th century is surpassed now, and I believe that new music could use harmonic intervals without generating conflicts with the ideological problems which arose at that time (even if there are still many people who don’t admit it). Actually, digital domain opens a huge amount of unexplored worlds, making any past ideological dogma a prison we should free ourselves from. Nowadays, making music has many things in common with visual arts and scientific research. Many musical parameters can be applied to video arts, architecture, and vice-versa. Structure of sound has a lot of similarities with many other physical phenomena such as inner atomic structure, particle physics, astronomy, biology etc. This paper will deal with new uses and interpretations of old musical parameters (rhythm, harmony, melody) together with a presentation of some of the new ones. Debated topics are: ? Harmonic/inharmonic sounds, rhythm and melodies. The Deep Harmony (the harmony of spheres or cosmic harmony CYCLES). ? The inner structure and evolution of a single sound ? Interpretative music: Music generated by exploration of soundscapes or sonic architectures, generative processes constrained by interpreter’s gestures, state transitions between musical structures. ? Generative music: stocastic generation, algorithmic composition, levels of action. ? Music or non-music this is the problem (a terminology problem) ? Hyper-spatial music, virtual times, hyper-times. Time travels by means of sonic matter. ? Visual music. Generating 3D video by means of musical processes.    
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ecaade2015_237
id ecaade2015_237
authors Vrouwe, Ivo; Luyten, Laurens and Pak, Burak
year 2015
title Teaching and Learning CAAD and CAM in a Fluid Era - Tools and Strategies for the Analysis and Synthesis of Ill-Defined Construction Problems
doi https://doi.org/10.52842/conf.ecaade.2015.2.119
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 119-126
wos WOS:000372316000015
summary In this paper we discuss a series of tools and strategies to support learner-centred construction education in the complexity of the era today (Bauman, 2000). By using these tools in the education of CAD and CAM in construction education at universities for the arts, design and architecture, we aim to support the student in the abstract aspects of Bloom's (1956) cognitive learning domain. In order to present a coherent spectrum of educational tools and strategies, we start with the introduction of a tool for problem-analysis. The tool is explained by applying it to the context of spatial design construction, digital design and fabrication. Then we shortly discuss the process of design-evaluation. Next we introduce three models for design-synthesis. Afterwards, a test case is used to elaborate on the different tools and strategies which are tested and evaluated.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=d75a9f02-6f80-11e5-bc83-9bf4aa35f970
last changed 2022/06/07 07:58

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
doi https://doi.org/10.52842/conf.caadria.2000.491
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. 491-500
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 8ccf
authors Alvarez, Darío
year 2000
title Atravesando el portal digital: la novísima Arquitectura de los tiempos de la Internet. - (Crossing the Digital Gateway: The Latest Architecture of the Times of the Internet)
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. 30-33
summary Our architectonical environment is based on the material concept - entity whose control marks the relevance of the XX century: the atom. Across the threshold of the XXI century a new virtual entity - concept: the bit, spreads to became the basic unit of power - control - production, being its more dynamic evidence the phenomenon known as Internet, establishing complex relationships with groups constituted in the net like Virtual Communities, outlining metaphors that involve Urbanists and Architects inviting them as protagonist. Against this newest reality the Architect should change his vision of the typical CAAD work in relative isolation with his computer, until crossing the doors of the “digital reality”; we search to show the contemporary Architect as a manager coordinating multiple resources with different importance: into the alternative of building digital realities, inviting the architectonical students to integrated this Virtual Communities or conform his owns.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 4e0a
authors Bouchlaghem, N., Sher, W. and Beacham, N.
year 2000
title Computer Imagery and Visualization in Civil Engineering Education
source Journal of Computing in Civil Engineering, Vol. 14, No. 2, April 2000, pp. 134-140
summary Higher education institutions in the United Kingdom have invested significantly in the implementation of communication and information technology in teaching, learning, and assessment of civil and building engineering—with mixed results. This paper focuses on the use of digital imagery and visualization materials to improve student understanding. It describes ways in which these materials are being used in the civil and building engineering curriculum, and, in particular, how distributed performance support systems (DPSS) can be applied to make more effective use of digital imagery and visualization material. This paper centers on the extent to which DPSS can be used in a civil and building vocational and continuing professional development context by tutors in the form of an electronic course delivery tool and by students in the form of an open-access student information system. This paper then describes how a DPSS approach to education is being adopted at Loughborough University as part of the CAL-Visual project. After highlighting the main aims and objectives of the project and describing the system, this paper discusses some of the issues encountered during the design and implementation of a DPSS and presents some preliminary results from initial trials.
keywords Computer Aided Instruction; Engineering Education; Imaging Techniques; Information Systems; Professional Development
series journal paper
last changed 2003/05/15 21:45

_id f73b
authors Brady, Darlene A.
year 2000
title Percept vs. Precept: Digital Media & the Creative Process
doi https://doi.org/10.52842/conf.ecaade.2000.261
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
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 cef3
authors Bridges, Alan H.
year 1992
title Computing and Problem Based Learning at Delft University of Technology Faculty of Architecture
doi https://doi.org/10.52842/conf.ecaade.1992.289
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 289-294
summary Delft University of Technology, founded in 1842, is the oldest and largest technical university in the Netherlands. It provides education for more than 13,000 students in fifteen main subject areas. The Faculty of Architecture, Housing, Urban Design and Planning is one of the largest faculties of the DUT with some 2000 students and over 500 staff members. The course of study takes four academic years: a first year (Propaedeuse) and a further three years (Doctoraal) leading to the "ingenieur" qualification. The basic course material is delivered in the first two years and is taken by all students. The third and fourth years consist of a smaller number of compulsory subjects in each of the department's specialist areas together with a wide range of option choices. The five main subject areas the students may choose from for their specialisation are Architecture, Building and Project Management, Building Technology, Urban Design and Planning, and Housing.

The curriculum of the Faculty has been radically revised over the last two years and is now based on the concept of "Problem-Based Learning". The subject matter taught is divided thematically into specific issues that are taught in six week blocks. The vehicles for these blocks are specially selected and adapted case studies prepared by teams of staff members. These provide a focus for integrating specialist subjects around a studio based design theme. In the case of second year this studio is largely computer-based: many drawings are produced by computer and several specially written computer applications are used in association with the specialist inputs.

This paper describes the "block structure" used in second year, giving examples of the special computer programs used, but also raises a number of broader educational issues. Introduction of the block system arose as a method of curriculum integration in response to difficulties emerging from the independent functioning of strong discipline areas in the traditional work groups. The need for a greater level of selfdirected learning was recognised as opposed to the "passive information model" of student learning in which the students are seen as empty vessels to be filled with knowledge - which they are then usually unable to apply in design related contexts in the studio. Furthermore, the value of electives had been questioned: whilst enabling some diversity of choice, they may also be seen as diverting attention and resources from the real problems of teaching architecture.

series eCAADe
email
last changed 2022/06/07 07:54

_id 9384
authors Burry, M., Datta, S. and Anson, S.
year 2000
title Introductory Computer Programming as a Means for Extending Spatial and Temporal Understanding
doi https://doi.org/10.52842/conf.acadia.2000.129
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. 129-135
summary Should computer programming be taught within schools of architecture? Incorporating even low-level computer programming within architectural education curricula is a matter of debate but we have found it useful to do so for two reasons: as an introduction or at least a consolidation of the realm of descriptive geometry and in providing an environment for experimenting in morphological time-based change. Mathematics and descriptive geometry formed a significant proportion of architectural education until the end of the 19th century. This proportion has declined in contemporary curricula, possibly at some cost for despite major advances in automated manufacture, Cartesian measurement is still the principal ‘language’ with which to describe building for construction purposes. When computer programming is used as a platform for instruction in logic and spatial representation, the waning interest in mathematics as a basis for spatial description can be readdressed using a left-field approach. Students gain insights into topology, Cartesian space and morphology through programmatic form finding, as opposed to through direct manipulation. In this context, it matters to the architect-programmer how the program operates more than what it does. This paper describes an assignment where students are given a figurative conceptual space comprising the three Cartesian axes with a cube at its centre. Six Phileban solids mark the Cartesian axial limits to the space. Any point in this space represents a hybrid of one, two or three transformations from the central cube towards the various Phileban solids. Students are asked to predict the topological and morphological outcomes of the operations. Through programming, they become aware of morphogenesis and hybridisation. Here we articulate the hypothesis above and report on the outcome from a student group, whose work reveals wider learning opportunities for architecture students in computer programming than conventionally assumed.
series ACADIA
email
last changed 2022/06/07 07:54

_id 6352
authors Chase, Scott and Murty, Paul
year 2000
title Evaluating the Complexity of CAD Models as a Measure for Student Assessment
doi https://doi.org/10.52842/conf.acadia.2000.173
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. 173-182
summary The feasibility of a proposed CAD project is often judged in terms of two conceptions of complexity: design complexity, based on visible features of the object to be modeled; and CAD complexity, based on the actual CAD embodiment of the design. The latter is suggested as a more useful guide. Clearer articulation of this underutilized concept is proposed for use in both educational and industrial settings. A formal model of CAD complexity is introduced, and initial experiments to determine the complexity of CAD models are described.
series ACADIA
email
last changed 2022/06/07 07:55

_id fbab
authors Chase, Scott C., and Koh, Jason
year 2000
title Integration of Shape Grammars with Architectural Design Studio Projects
doi https://doi.org/10.52842/conf.caadria.2000.169
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. 169-179
summary The use of shape grammars in the context of actual architectural design projects is an area that has been under explored. This paper describes the development of grammars in conjunction with a student design project and the issues in creating grammars that respond to a specific project brief.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 8161
authors Clayton, Mark J.
year 2000
title Design Desk Critiques: Digital or Face-to-Face?
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. 41-44
summary Internet tools are becoming a legitimate option for conducting design discussions in a global market, but architects are uncertain of how these tools may affect the discussions. The desk critique is an important kind of design discussion in both education and professional practice. This research is employing empirical methods to compare desk critiques. The independent variable in the study is the collaboration medium, which may be either a face-to-face environment or the Internet collaboration software. Pairs of student and instructor participate in sessions with each medium, and their interaction is recorded on videotape. The videotape content is transcribed into sequences of coded events to permit quantitative analysis. Although the research is incomplete, the preliminary results suggest that for some participants and under some circumstances the digital desk critiques are superior to the face-to-face desk critiques. The results of the research may lead to improved methods of conducting design discussion using the Internet.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 1429
authors Da Rosa Sampaio, Andréa and Borde, Andréa
year 2000
title Será que na Era Digital o Desenho Ainda é a Marca Pessoal do Arquiteto? (Will Drawings still be the Architect's Individual Mark in 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. 383-387
summary Technological innovations are driven in such dynamism, which do not favour a reflective process. Novelty is absorbed, in many cases, without criticism, in an immediate way. Concerning Architectural and Urbanism Education, a systematic reflection on the impact of new information technology to students training should not be omitted. As visual codes are the prime expression of architects, it is important to evoke the assumption of drawing as a language in order to evaluate it in regard to the new reality. Intending to broaden the discussion on these issues and to pose in theoretical means practical matters on didactics, it will be investigated the implications of computational resources - specially CAD systems - in graphic expression, in design thinking and their consequences to the education of future architects. Learning visual thinking, and being skillful at traditional as much as digital means, challenges today’s student.
series SIGRADI
email
last changed 2016/03/10 09:50

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

_id ddssar0009
id ddssar0009
authors Findlay, Robert A. and Haugen, S. Lee
year 2000
title From individual inquiry and attention to cohorts to a "collaborative critique": the use of student groups to support individual designers
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This study explores learning settings and strategies related to design collaboration and critical thinking. To this end, theories of education and of cognitive learning were assembled to describe learning design collaboration. Student perceptions of their learning experiences were then gathered in structured interviews and focus groups, and were analyzed qualitatively for concepts, tendencies, and trends. The study also concerns the effects of collaboration on individual learning. An emphasis of the investigation has been on the context in which a person's mind learns. The activity of learning has been enriched by being in a context in which students can participate in the social construction of knowledge, in this way enhancing the processes of developing knowledge, decision-making, and design. We discovered that a "collaborative critique" evolves during the course of activity of groups of students as they shift from the protective behavior of individual competition, through bargaining away ideas in compromise or subduing differences in consensus building, to critical ideation and the constructive behavior of the "collaborative critique".
series DDSS
last changed 2003/08/07 16:36

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
doi https://doi.org/10.52842/conf.ecaade.1999.418
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id 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 6899
authors Groisman, Martin
year 2000
title Tal Vez Mañana - Un Estudio sobre la Ficción Narrativa en los Hypermedios (Perhaps Tomorrow - A Study on the Fictional Narrative in Hypermedia)
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. 304-306
summary Medio y Medio is an interdisciplinary argentine-uruguayan group of research and production that originated two years ago in the academic context of the ORT University of Uruguay, with the object of exploring the possibilities of narrative fiction in multimedia language. With the participation of teachers and professionals in the field of graphic design, fine arts, the cinema, TV, music, system programming and literature, a product has been devised, called “Maybe Tomorrow...” It is an interactive novel constructed on CD-ROM support. It is based on an original narration, developed around four stories that take place in the city of Montevideo. Each story has a different image treatment which responds to the use of different audiovisual languages. The reading of this interactive novel offers different trajectories, making the navigation in diverse ways possible. In this way, the reader constructs the meaning of the narration as he/she advances in the reading.
series SIGRADI
email
last changed 2016/03/10 09:52

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