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 745

_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 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 2c7d
authors Urdan, T.A., and Weggen, C.C.
year 2000
title Corporate elearning: exploring a new frontier
source Report nr. 415.551.8600, WR Hambrecht + Co, Berwyn, Penn., March 2000
summary This report focuses on corporate training, one of the five segments of the education and training market. In particular, we identify key drivers, perform preliminary market segmentation, and estimate growth for market segments and product groups of the technology-based corporate training industry. We outline major trends and likely winning strategies for companies targeting the corporate e-learning market, which we also refer to as etraining market. Since the e-learning industry is a relatively new, unexplored frontier, this report is intended to provide a concise overview of the key aspects of this emerging market and to offer a framework for analysis for industry players and the investment community.
series report
last changed 2003/04/23 15:50

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id 7893
authors Woodbury, R.F., Wyeld, Th.G., Shannon, S.J., Roberts, I.W., Radford, A., Burry, M., Skates, H., Ham, J. and Datta, S.
year 2001
title The Summer Games
doi https://doi.org/10.52842/conf.ecaade.2001.293
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 293-297
summary As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games. This paper discusses six topical areas: – what is a game; – specific goals of the summer games; – the structure of a game; – the game-making process; – key findings from the production unit; and – future directions.
keywords Reflection-In-Action, Design Making, Game Container, Collections, Meta-Cases, Data Repository
series eCAADe
email
last changed 2022/06/07 07:57

_id 65f7
authors Rügemer, Jörg and Russell, Peter
year 2000
title Promise and Reality: The impact of the Virtual Design Studio on the Design and Learning Process in the Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2000.041
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. 41-44
summary In step with the popular trend of including virtual working methods and tools in the process of teaching, the Virtual Design Studio (VDS) has been developed by the Institute for Industrial Building Production (ifib), at the University of Karlsruhe over the past three years. Alongside the technical aspects of such a studio, the challenge persisted to incorporate computer based tools into the architectural design and planning process with the goal of enhancing the relationship between all participants. The VDS is being further developed and refined, experiencing regular changes in its organization and teaching methods. With the establishment of the Virtual Upperrhine University of Architecture (VuuA) and the introduction of the Virtual Design Studio into the curriculum of the Institute for Architectural Presentation and CAD (adai), BTU Cottbus, the VDS extended beyond the borders of a single architectural school, aiming towards a wide acceptance and use within architectural education institutions.
keywords Virtual Design Studio, Education, Interactive Design Development, Team Processes
series eCAADe
email
more http://www.ifib.uni-karlsruhe.de/
last changed 2022/06/07 07:56

_id 0cc1
authors Dave, Bharat and Danahy, John
year 2000
title Virtual study abroad and exchange studio
source Automation in Construction 9 (1) (2000) pp. 57-71
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students' city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives – a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 5e85
authors Heylighen, Ann and Neuckermans, Herman
year 1999
title Learning from Experience: Promises, Problems and Side-effects of CBD in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.567
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 567-575
summary Learning from design experience is the essence of Case-Based Design (CBD). Because architects are said to learn design by experience, CBD seems to hold great promises for architectural design, which have inspired various CBD tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels. Level one is the cognitive model underlying CBD, which raises some specific difficulties within the field of architecture. At the level of implementation, few tools manage to draw the full consequences of this view, thus leading to an oversimplification of CBD and/or architectural design. Level three has to do with introducing CBD tools in design education and assessing the effects of this introduction. On the other hand, CBD seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and the recent re-discovery of the key-role cases play inside and outside the field of CAAD. Thus, although its promises may not be fulfilled, CBD definitely can contribute to design education, be it sometimes without the support of computer technology.
keywords Case-Based Design, Design Education
series eCAADe
email
last changed 2022/06/07 07:50

_id dba1
authors Hirschberg, Urs and Wenz, Florian
year 2000
title Phase(x) - memetic engineering for architecture
source Automation in Construction 9 (4) (2000) pp. 387-392
summary Phase(x) was a successful teaching experiment we made in our entry level CAAD course in the Wintersemester 1996/1997. The course was entirely organized by means of a central database that managed all the students' works through different learning phases. This set-up allowed that the results of one phase and one author be taken as the starting point for the work in the next phase by a different author. As students could choose which model they wanted to work with, the whole of Phase(x) could be viewed as an organism where, as in a genetic system, only the "fittest" works survived. While some discussion of the technical set-up is necessary as a background, the main topics addressed in this paper will be the structuring in phases of the course, the experiences we had with collective authorship, and the observations we made about the memes2 that developed and spread in the students' works. Finally we'll draw some conclusions in how far Phase(x) is relevant also in a larger context, which is not limited to teaching CAAD. Since this paper was first published in 1997, we have continued to explore the issues described here in various projects3 together with a growing number of other interested institutions worldwide. While leaving the paper essentially in its original form, we added a section at the end, in which we outline some of these recent developments.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id b18b
authors Hnat, B. and Chapman, S.C.
year 2000
title Visualisation of multiscale datasets in numerical models of complex systems
source CIDAC, Volume 2 Issue 4 November 2000, pp. 236-241
summary Recently advanced visualisation techniques receive increasing attention among scientists and engineers. These techniques should not only allow a direct analysis of multidimensional structures to provide intiutive and quick comparison of experimental data with model results, but also yield quantitative measures to support or negate the model itself. A key phenomenology of complex systems is that they are multiscale, i.e. the structures of interest in the data are on the wide range of spatiotemporal scale. Here we examine a simple, yet generic, example, a sandpile (avalance model), the threshold coupled map lattice (CML). The emergent phenomenology is broadband, but is represented on a (finite) grid. To study the 3-dimensional evolution of the threshold CML model of a sandpile as a function of control parameters, a semi-immersive virtual reality (VR) environment has been used. Sandpile profiles are calculated in real time and are superimposed over the colour grid respresenting one of the control parameters. This represents a generic problem of visualising multiscale structures in datasets derived from non-linear systems. The software models were developed in OpenGL and Glut library and will ultimately be implemented in semi-immersive VR on ImmersaDesk. To achieve sufficient speed in real-time display and to ultimately facilitate computational steering, the full data set must be represented geographically in a compact form without loss of information.
keywords Semi-Immersive Virtual Reality, 3-Dimensional Visualisation, OpenGL, CML
series journal paper
last changed 2003/05/15 21:23

_id 45c6
authors Jegó-Araya, N., Contreras-Higuera, W. and Alarcón, G.
year 2000
title Comunicacion Visual Educativa y Multimedia. Apuntes Docentes para una Biblioteca Virtual - (Instructional Visual Communication in Multimedia. Educational notes for a Virtual Library)
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. 319-321
summary Visual Communication researches of Chile and Mexico are studying a basic model to optimize the development multimedial supports used in the teaching - learning process. The investigation contrasts supports developed conventionally with supports containing variables of redundancy, hierarchy of contents, navigation and visual noise. The analysis applied in Graphic Design students of the Universities of Bío-Bío of Chile and Autónoma Metropolitana of Mexico, included the design of four “electronic books”, two prescribed by the governing model, and other two were modified by the mentioned variables. The Following aspects were evaluated: navigation facility, message’s visibility and legibility, level of comprehension and application of contents and level of user’s acceptance. The results show that the adequate control of variables are in some instances so much or more important than assigned them to the semantic treatment, mainly because involve to the content in a learning sensorial.
series SIGRADI
last changed 2016/03/10 09:53

_id 8b8e
authors Kvan, Th., Wong, J.T.H. and Vera, A.H.
year 2000
title Supporting Structural Activities in Design: A Multiple-Case Study
source Proceedings, Fifth International Conference on Computer Supported Cooperative Work in Design (CSCWD2000), Hong Kong, November 29 – December 2, 2000, pp. 116-120
summary This paper describes case studies in design teaching and their analysis; examining the role of structural activities and other solution searching activities in design learning and problem solving. The case studies follow students working on the same problem under two conditions – one group is taught using traditional face-to-face teaching while the other group is supported by a text-based web board. The design activities of two students were followed in each condition through a semester; followed by in-depth interviews at the end of semester. Interviews and logs were coded according to an activity-based model of design activity. The results show that cases with above average design work involved more structural activities than the mediocre cases. It also showed that design problem dissections are more organized in the better cases. These successful cases engaged in textual expression of their design solutions. Computer tools for design should therefore support textual representation in addition to graphic; video or audio.
keywords Collaborative Design; Computer Supported Collaborative Work; Structure Activities; Text
series other
email
last changed 2002/11/15 18:29

_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 13f7
authors QaQish, Ra'Ed K.
year 1999
title Evaluation as a Key Tool to Bridge CAAD and Architecture Education
doi https://doi.org/10.52842/conf.ecaade.1999.279
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 279-285
summary This paper reports on the findings of a study carried out at Glasgow University which proposes a framework for the evaluation of architecture curriculum once integrated with CAAD. This study investigated the evaluation of CAAD teaching methods (CTM) and the effectiveness of CAAD integration (CI) and explored CAAD employment suitability in the design studio, and what influences does it have on the design process tuition using the Kirkpatrick model as a vehicle. The related CAAD evaluation variables investigated were: CAAD Tutor, Course Materials & Contents, Class Environment, Use of Media, Delivery Methodologies, Administrative Briefs, and Overall Effectiveness of CAAD event. Several other variables investigated were the levels of students' performance, attitudes, knowledge, new-stand, creativity and skills. The paper covered briefly some of the findings of the case studies acquired over two years at MSA; both observations and questionnaire surveys were used as methods of data collection. Evaluation deficiency postulates the weaknesses of CAAD in architecture schools. Evaluation of CAAD tuition should be a fundamental approach to address CAAD integration efficiency and problems, to achieve effectiveness and productivity amongst architecture schools.
keywords Evaluation, Integration, Effectiveness
series eCAADe
email
last changed 2022/06/07 08:00

_id 70cc
authors Witten, I.H. and Frank, E.
year 2000
title Data Mining - Practical Machine Learning Tools and Techniques with JAVA Implementations
source Morgan Kaufmann
summary Witten and Frank's textbook was one of two books that I used for a data mining class in the Fall of 2001. The book covers all major methods of data mining that produce a knowledge representation as output. Knowledge representation is hereby understood as a representation that can be studied, understood, and interpreted by human beings, at least in principle. Thus, neural networks and genetic algorithms are excluded from the topics of this textbook. We need to say "can be understood in principle" because a large decision tree or a large rule set may be as hard to interpret as a neural network. The book first develops the basic machine learning and data mining methods. These include decision trees, classification and association rules, support vector machines, instance-based learning, Naive Bayes classifiers, clustering, and numeric prediction based on linear regression, regression trees, and model trees. It then goes deeper into evaluation and implementation issues. Next it moves on to deeper coverage of issues such as attribute selection, discretization, data cleansing, and combinations of multiple models (bagging, boosting, and stacking). The final chapter deals with advanced topics such as visual machine learning, text mining, and Web mining.
series other
last changed 2003/04/23 15:50

_id caadria2018_142
id caadria2018_142
authors Zeng, Jia, Xing, Kai and Sun, Cheng
year 2018
title A Parametric Approach for Ascertaining Daylighting in Unit Offices with Perforated Solar Screens in Daylight Climate of Northeast China
doi https://doi.org/10.52842/conf.caadria.2018.2.133
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 133-142
summary Perforated solar screens (PSS) are broadly adopted, providing obvious control over daylight, and also affecting heating and cooling loads. In this paper, a parametric information model is proposed for analyzing daylight of unit offices with PSS, aiming to ascertain the impact exerted by PSS design variables on daylighting, i.e. perforation size, porosity, overhanging distance and perforation width/height ratio. As the results uncover, in comparison to cases of no shading, PSS can reduce overlighting possibility and increase quantity of useful daylight percentage in the near and middle zones of room, but decrease illuminance in the far zone. Porosity is the factor of most significance with UDI100-2000 inclining maximally by 65%. Overhanging distance and width/height ratio rank behind and larger overhanging distance and ratio at 1 are recommend with more useful daylight in the maximum range. Perforation size is of the least importance.
keywords Perforated solar screens; Dynamic daylight performance simulation; The Northeast China; Parametric design
series CAADRIA
email
last changed 2022/06/07 07:57

_id f97e
authors Commission of the European Communities
year 2001
title The e-learning action plan: designing tomorrow’s education
source Communication from the Commission to the Council and the EuropeanParliament, COM(2001) 172 final, 28 March 2001
summary The "eLearning: Designing tomorrow's education" initiative1 was adopted by the European Commission on 24 May 2000. Following up the conclusions of the Lisbon European Council, it set out the principles, objectives and lines of action of eLearning, defined as the use of new multimedia technologies and the Internet to improve the quality of learning by facilitating access to resources and services as well as remote exchanges and collaboration. The eLearning initiative was welcomed by the Ministers of Education and by the Feira European Council in June 2000. The eLearning initiative is part of the comprehensive eEurope Action Plan2, the aim of which is to allow Europe to exploit its strengths and overcome the barriers holding back the uptake of digital technologies. It also falls in with the Report on the concrete future objectives of education systems3 by adopting information and communication technology development as one of its objectives. The effectiveness of education systems depends entirely on the effectiveness of the approaches to teaching and learning. In order to be effective, the introduction of information and communication technologies will have to be accompanied by a far-reaching reorganisation of learning structures. The eLearning initiative is also of relevance for the candidate countries given the interest they have shown for the eEurope action plan.
series other
last changed 2003/04/23 15:50

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