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 670

_id 2aaa
authors Vásquez de Velasco, Guillermo and Hutchison, David
year 1999
title Virtual Reality Meets Telematics: Design and Development of the Infinity Room
doi https://doi.org/10.52842/conf.ecaade.1999.466
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 466-472
summary The paper presents the findings of three years of experimentation in the use of compressed videoconferencing in international virtual design studios. Based on these findings, the authors elaborate on the development of a new videoconferencing interface: "The Infinity Room". The Infinity Room is a design studio space containing a floor-to-ceiling rear projection screen wall that conceals a dark room equipped with 5 video cameras and 4 video projectors that reproduce, on one-to-one scale, the images captured in a similar installation at a remote location. Operationally, the video cameras feed a computer that eliminate image redundancies, codes all the sources into a single entity and sends it as a compressed video signal to a remote computer that decodes and decompresses the images for synchronized delivery through the video projectors. The tiling effect of 4 synchronized and fully interactive video images creates the illusion of an adjacent room. The paper describes the design parameters used in the development of the Infinity Room and elaborates on the technology that makes it feasible. Requirements and constraints on physical space, hardware, software, and networking are discussed. The paper ends with conclusions that highlight the technical feasibility of building a small-scale prototype.
keywords Virtual Design Studio (VDS), Virtual Reality (VR), Telematics, Videoconferencing, Collaborative Design
series eCAADe
email
last changed 2022/06/07 07:58

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

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

_id 55ca
authors Mase, Jitsuro
year 2000
title Moderato: 3D Sketch CAD with Quick Positioned Working Plane and Texture Modelling
doi https://doi.org/10.52842/conf.ecaade.2000.269
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. 269-272
summary The lack of computer systems that can be easily used during the early stages of the architectural design process has been discussed for many years. The usual argument starts with the recognition that hand drawn sketches are an important tool in the early stage of both professional and student design because they can be used to visualise the designer’s ideas quickly and have the flexibility to handle any shape the designer imagines. Research has then mostly focused on using computer based sketch recognition to directly produce three dimensional models from hand drawn sketches. However sketch recognition still has certain problems that require the drawing action of users to be constrained in some way in order to be solved. If sketch recognition is still imperfect, the possibility of directly sketching within digital 3D space should be considered. Some systems allowing user to sketch in digital 3D space have been developed which do not depend on sketch recognition. Although Piranesi does not aim to support sketch design, it does allow the user to paint in the Z-buffer space - an unique idea termed "interactive rendering." SketchVRML tries to generate 3D geometrical data automatically from 2D hand drawn sketches by adding the depth value to the drawn lines according to the strength of line strokes. SketchBoX provides translucent surfaces in digital 3D space which can be glued onto existing objects or arranged anywhere in space. These surfaces have texture map data which can be modified by painting onto the texture. Transparent textures can be painted onto the surfaces to create see-through portions. Moderato also uses this technique to model a polygonÕs shape.
keywords Sketch, Early Stage, Interface, 3D Modelling
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_id 940d
authors Vasquez de Velasco, G., Angulo, A.A. and Hutchinson, D.
year 2000
title Desarrollando la Sala Infinita: Realidad Virtual en el Taller de Diseño (Developing the Infinity Room: Virtual Reality in the Design Studio)
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. 34-37
summary The paper presents the findings of 4 years of experimentation in the use of compressed videoconferencing in collaborative virtual design studios. Based on these findings, the authors elaborate on the development of a new videoconferencing interface especially conceived for mediation between distant design studios: “The Infinity Room”. The Infinity Room is a design studio space containing a floor-to-ceiling rear projection screen wall that conceals a dark room equipped with video cameras an video projectors that reproduce, on one-on-one scale, the images captured in a similar installation at a remote location. The paper describes the design parameters used in the development of the Infinity Room and elaborates on the technology that makes it feasible. Initial implementation plans are described.
series SIGRADI
email
last changed 2016/03/10 10:02

_id 06e8
authors Knight, Michael W. and Brown, Andre G.P.
year 2000
title Interfaces for Virtual Environments; A Review Recent Developments and Potential Ways forward
doi https://doi.org/10.52842/conf.ecaade.2000.215
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. 215-219
summary The physical and visual nature of the interface devices and media that enable the human agent to interact with a virtual world have evolved over the past few years. In this paper we consider the different lines of development that have taken place in the refinement of these interfaces and summarise what has been learned about the appropriate nature of the interface for such interaction. In terms of the physical aspects we report on the kind of devices that have been used to enable the human agent to operate within the computer generated environment. We point out the successes and failures in the systems that have been tried out in recent years. Likewise we consider the kinds of software generated interface that have been used to represent virtual worlds. Again, we review the efficacy of the environments that have been devised; the quality of the Cyberplace. Our aim is to be able to comment on the effectiveness of the systems that have been devised from a number of points of view. We consider the physical and software-based aids for navigation; the nature of the representation of architectural worlds; strengthening “groundedness”; the inclusion of “otherness”; and reinforcement of the idea of “presence”
keywords Virtual Environments, Games Engines, Collaborative Design, Navigation Metaphors
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:51

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
doi https://doi.org/10.52842/conf.acadia.2001.350
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
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
doi https://doi.org/10.52842/conf.ecaade.1999.374
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
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 1185
authors Faraj, I., Alshawi, M., Aouad, G., Child, T. and Underwood, J.
year 2000
title An industry foundation classes Web-based collaborative construction computer environment: WISPER
source Automation in Construction 10 (1) (2000) pp. 79-99
summary Collaborative working in construction is becoming a reality as many activities are performed globally with actors based in various geographical locations. This paper discusses the development and implementation of a collaborative working environment for construction at the University of Salford which is known as Web-based IFC Shared Project EnviRonment (WISPER). The environment is based on a three tier architecture, where user interfaces, business logic and database are kept separate. A Web and Industry Foundation Classes-based (IFC-based) distributed computer integrated environment has been developed. This environment supports design (CAD), visualisation (VR and Drawing Web Format –– DWF), estimating, planning, specifications and supplier information. WISPER enables project information to be exchanged through a STEP Part 21 file and shared through the IFC database. Meanwhile, a set of Web pages allows for remote interaction, as well as access to and the distribution of applications. This provides great flexibility and portability, thereby enabling construction professionals to contribute as well as to perform and manage their own activities.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id gerardgabriel_phd
id gerardgabriel_phd
authors Gabriel, Gerard Caesar
year 2000
title COMPUTER-MEDIATED COMMUNICATION IN DESIGN
source PhD Thesis, Faculty of Architecture, University of Sydney
summary Up till now, architects collaborating with other colleagues did so mostly face-to-face (FTF). They had to be in the same space (co-located) at the same time. Communication was ‘spontaneous’ and ideas were represented, whether verbal or nonverbal, by talking and using ‘traditional drawing tools’. If they were geographically displaced, the interaction was then space affected as well as the probability of being time affected. In this case communication was usually mediated through the telephone, and graphically represented ideas were sent by Fax or posted documents. Recently, some architectural firms started using modems and Internet connections to exchange information, by transferring CAD drawings as well as design information, through e-mail and file transfer protocol (FTP). Discussing ideas in architecture, as a more abstract notion, is different from discussing other more concrete arguments using video conferencing. It is more important to ‘see’ what is being discussed at hand than ‘watch’ the other person(s) involved in the discussion. In other words the data being conveyed might be of more importance than the mode of communication. Taking into consideration recent developments in computer and communication technologies this thesis investigates different communication channels utilised in architectural collaboration through Computer Mediated Collaborative Design (CMCD) sessions as opposed to FTF sessions. This thesis investigates the possible effects these different channels have on collaborative design in general and collaborative design communication in particular. We argue that successful CMCD does not necessarily mean emulating close proximity environments. Excluding certain communication channels in a CMCD environment might affect the flow and quantity of synchronous collaborative communication, but not necessarily the quality and content of mutually communicated and represented design ideas. Therefore different communication channels might affect the type of communication and not necessarily the content of the communication. We propose that audio and video are not essential communication channels in CMCD environments. We posit that architects will collaborate and communicate design representations effectively although with some differences, since those two channels might cause interruptions and successful collaborative sessions can take place without them. For this purpose we conducted twenty-four one-hour experiments involving final year architecture students all working to the same design brief. The experiments were divided into three categories, FTF, full computer mediated collaborative design sessions (CMCD-a; audio-video conferencing plus whiteboard as a shared drawing space) and limited computer mediated collaborative design sessions (CMCD-b; with Lambda MOO used as a chat medium plus whiteboard as a shared drawing space). The experiments were video and audio taped, transcribed and coded into a custom developed coding scheme. The results of the analysed coded data and observations of the videotapes provided evidence that there were noticeable differences between the three categories. There was more design communication and less communication control in the CMCD-b category compared to the FTF and CMCD-a categories. Verbal communication became shorter and straight to the point in CMCD-b as opposed to spontaneous non-stop chat in the other two categories. Moreover in CMCD-b the subjects were observed to be more reflective as well as choosing and re-examining their words to explain ideas to their partners. At times they were seen scrolling back through the text of the conversation in order to re-analyse or interpret the design ideas at hand. This was impossible in FTF and CMCD-a sessions, since the subjects were more spontaneous and audio representations were lost as soon as they were uttered. Also the video channel in the CMCD-a category was ignored and hardly used except for the first few minutes of the experiments, for a brief exchange of light humour on the appearance of each subject. The results obtained from analysing the experiments helped us conclude that different communication channels produce different collaborative environments. The three categories of communication for architectural collaboration explored in our experiments are indicative of the alternatives available to architects now. What is not clear to architects is why they would choose one category over another. We propose that each category has its own strengths and difficulties for architectural collaboration, and therefore should be selected on the basis of the type of communication considered to be most effective for the stage and tasks of the design project.
series thesis:PhD
type normal paper
email
last changed 2005/09/09 13:02

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

_id 63b9
authors Jabi, Wassim
year 2000
title Visualizing and Investigating Architectural Space Using Spherical Panoramic Imaging
source Emerging Technologies and Design: The Intersection of Design and Technology, Proceedings of the 2000 ACSA Technology Conference, Massachusetts Institute of Technology, Cambridge, Massachusetts, July 14-17, 2000
summary This paper reports on the use of immersive spherical imaging techniques to document, visualize and investigate architectural space. This technology can be used in the classrooms and design studios to augment traditional instructional and design investigation tools. As opposed to cylindrical imaging found in the popular QuickTime VR format, spherical imaging provides a 360-degree view in all directions – horizontally and vertically. The ability to capture and display a full sphere can be crucial for many interior architectural spaces. Spherical panoramas can originate from real, synthetic or hybrid source images. In addition to the ability to embed links to web pages or other panoramas, a unique feature of this technology allows the viewer to navigate through a scene as well as pause at any point and view the space in all directions. In addition, the technology allows the user to sketch over the scene in an intelligent manner such that the sketched artifacts rotate correctly when the target view shifts. The software also integrates with collaborative tools to allow synchronous viewing of shared panoramas over the Internet. These features allow for a truly immersive and interactive experience of the space that can be quite useful in a design studio setting. Finally, this paper describes ongoing efforts to integrate this technology with an interactive web-based, databasedriven virtual slide tray system for the storage, sorting, and display of multimedia content.
keywords Spherical Panoramic Imaging
series other
email
last changed 2002/03/05 19:55

_id be2e
authors Simoff, S.J. and Maher, M.L.
year 2000
title Analysing participation in collaborative design environments
source Design Studies, 21(2), 119-144
summary Computer-supported collaborative design can be realised by a broad range of collaborative environments, each facilitating a different kind of collaboration. Understanding the style of collaboration and the potential for each environment is important when choosing a particular technology. We have developed a virtual world approach to teaching design computing in which students learn through traditional lectures, online seminars, and collaborative design projects. The environment integrates both synchronous and asynchronous communication as well as shared documentation. One side effect of using this environment is the incremental development of a record of the communication and collaboration. This record can be the basis for the analysis of participation in collaboration. We show how text analysis as a part of data mining can be used to analyse different aspects of participation. Specifically, we analyse participation in synchronous communication to evaluate individual contribution. We then analyse asynchronous communication to evaluate the extent of collaboration. The methods presented can be an automated part of the collaborative environment providing information for student evaluation in an educational environment or individual contribution in a professional environment.
series journal paper
last changed 2003/04/23 15:50

_id 5da8
authors Tokman, Leyla Y.
year 2001
title Collaborative e-Design
source DCNET'2000: Design Computing on the Net'2000, Organized by Key Centre of Design Computing and Cognition, University of Sydney ve the International Journal of Design Computing
summary In early 1900’s, successful architects who have a strong influencewith not only their ideas on architecture but also their own work gave desk criticism ‘the form of one-on-one conversation’ in their atelier or studio. Being in these studios was a big opportunity for limited number of accepted students. The architectural education in the first half of 1900’s has many other parallels to education from the other professions. Developments in computer technology have been created a new medium in architectural design and education since 1960’s. Today, Computer technology and communication technology together (Information Technology- IT) help architects and students communicate ideas. This is a big opportunity for architecture candidates in 1990’s comparing with the candidates in 1900âs. One of the main changes is desk criticism from ‘the form of one-on-one conversation’ to ‘the form of multiple consultants’. That means today, not only students but also professionals can develop projects together with any adviser/ partner at any time and at any place where IT can be accessible. Moreover, This collaboration for synchronous - asynchronous studies in virtual environments also brings the equal opportunity to the students from not only developed countries but also developing countries. Students and professionals can share and enhance different ideas, progression of design decisions in educational view and practice view. In this study, some experiences will be shared on design computing and also some new visions/ conceptual models of design computing in collaborative environments will be offered.
keywords Collaborative Design, Computing, Information Technology, Participation, Opportunity, Network, Team Design
series journal paper
email
more http://www.arch.usyd.EDU.AU/kcdc/journal/vol3/dcnet/tokman
last changed 2003/05/15 21:45

_id 1071
authors Asanowicz, Aleksander
year 1999
title Evolution of Computer Aided Design: Three Generations of CAD
doi https://doi.org/10.52842/conf.ecaade.1999.094
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 94-100
summary This paper describes the three generations of CAD systems. The first generation of (primarily analytical) computer programmes really aided designing. These programmes were the tools for finding a functional solution in different areas of designing, from flat plans to the space organisation of a hospital. One of the shortcomings of these programmes was the lack of graphic interface. With time, however, this kind of interface was developed. As a result of this second generation of CAD systems the computer was transformed into a drafting machine and CAD meant Computer Aided Drafting. The main thesis of this consideration is that only now we have the chance to return to the idea of Computer Aided Design. One of the examples of these trends is the AVOCAAD programme in which Added Value of CAAD is analysed. The development of the third generation of CAD systems will be possible in the near future. Aiding the process of designing will demand the elaboration of new methods of using the computer at the early stages of this process. The computer should be used not for generating variants of functional solutions only but for also for the creation of 3D forms by 3D sketching. For this, the computer should be transformed from a tool into a medium; only then will designing become true Designing in Cyber Space.
keywords Generations of CAAD, Design Process, Creation, Medium
series eCAADe
email
last changed 2022/06/07 07:54

_id 1f5c
authors Beesley, Philip and Seebohm, Thomas
year 2000
title Digital Tectonic Design
doi https://doi.org/10.52842/conf.ecaade.2000.287
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. 287-290
summary Digital tectonic design is a fresh approach to architectural design methodology. Tectonics means a focus on assemblies of construction elements. Digital tectonics is an evolving methodology that integrates use of design software with traditional construction methods. We see digital tectonic design as a systematic use of geometric and spatial ordinances, used in combination with details and components directly related to contemporary construction. The current approach will, we hope, lead to an architectural curriculum based on generative form making where the computer can be used to produce systems of forms algorithmically. Digital design has tended to remain abstract, emphasizing visual and spatial arrangements often at the expense of materials and construction. Our pursuit is translation of these methods into more fully realized physical qualities. This method offers a rigorous approach based on close study of geometry and building construction elements. Giving a context for this approach, historical examples employing systematic tectonic design are explored in this paper. The underlying geometric ordinance systems and the highly tuned relationships between the details in these examples offer design vocabularies for use within the studio curriculum. The paper concludes with a detailed example from a recent studio project demonstrating particular qualities developed within the method. The method involves a wide range of scales, relating large-scale gestural and schematic studies to detailed assembly systems. Designing in this way means developing geometric strategies and, in parallel, producing detailed symbols or objects to be inserted. These details are assembled into a variety of arrays and groups. The approach is analogous to computer-aided designÕs tradition of shape grammars in which systems of spatial relationships are used to control the insertion of shapes within a space. Using this approach, a three-dimensional representation of a building is iteratively refined until the final result is an integrated, systematically organized complex of symbols representing physical building components. The resulting complex offers substantial material qualities. Strategies of symbol insertions and hierarchical grouping of elements are familiar in digital design practice. However these strategies are usually used for automated production of preconceived designs. In contrast to thsse normal approaches this presentation focuses on emergent qualities produced directly by means of the complex arrays of symbol insertions. The rhyth
keywords 3D CAD Systems, Design Practice, 3D Design Strategies
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id 7674
authors Bourdakis, Vassilis and Charitos, Dimitrios
year 1999
title Virtual Environment Design - Defining a New Direction for Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1999.403
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 403-409
summary This paper considers the design and development of virtual environments (VEs) and the way that it relates to traditional architectural education and practice. The need for practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications is identified. The design of space in a VE is seen as being partly an architectural problem. Therefore, architectural design should play an important role in educating VE designers. Other disciplines, intrinsically related to the issue of VE design, are also identified. Finally, this paper aims at pointing out the need for a new direction within architectural education, which will lead towards a generation of VE architects.
keywords Virtual Environments, Architectural Design, Architectural Education
series eCAADe
email
last changed 2022/06/07 07:54

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

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