CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

PDF papers
References

Hits 1 to 6 of 6

_id 6bd9
authors Maher, M.L., Gu, N. and Li, F.
year 2001
title Visualisation and object design in virtual architecture
doi https://doi.org/10.52842/conf.caadria.2001.039
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 39-50
summary The design of virtual architecture is currently ill-defined and lacks a framework for understanding existing designs. We present a basis for the representation of virtual architecture that follows from the idea of conceptual metaphor. This approach addresses the limitations of current environments for designing virtual architecture by providing a basis for combining visualisation and object design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 3ba0
authors Gu, N. and Maher, M.L
year 2001
title Designing Virtual Architecture: From Place to User Centred Design
source International Journal of Design Computing, vol 4
summary The internet and the World Wide Web have entered our daily lives and networked environments have become an important extension of our living environment. The effect of this is the definition of the place around us is expanded. Through the use of an architectural metaphor, we are now considering the use of place as a basis for organising our virtual environment and therefore raises the need for principles and models for designing virtual architecture. Virtual Architecture, or as others call it virtual worlds or cyberspace, interprets, represents and designs the World Wide Web as a place, which supports an extended range of online individual and collaborative activities. Different platforms currently in use for designing and implementing virtual architecture aim at providing 3D virtual worlds as the design outcome. This common aim has an emphasis on the visualisation of virtual architecture, resulting in an emphasis on the design of 3D place-like forms. In this article we present a range of development issues that lead us to change the focus from the design of place-centric to user-centric virtual architecture.
series journal paper
last changed 2003/04/23 15:14

_id 37b4
authors Gu, N. and Maher, M.L.
year 2001
title Architectural design of a virtual campus
source Y-T. Liu (ed.), Defining Digital Architecture, Dialogue, pp. 158-161
summary The design of a virtual campus, while considering the role of technology in education, also can be influenced by the of place that more traditional architectural design provides. This approach need not result in a virtual campus that looks like a physical building, the main concept is to intricately link learning with an experience in a place with other people.
series other
last changed 2003/04/23 15:50

_id 174d
authors Maher, M.L., Simoff, S., Gu, N. and Lau, K.H.
year 2001
title A virtual office
source M. Burry (ed.), Cyberspace: The World of Digital Architecture, Images Publishing, Mulgrave, Vic, pp. 196-199
summary The Virtual Office design provides an environment in a threedimensional virtual worl, in which a person, as an avatar, works alone or holds meetings with others. Two aspects of the design emphasize the "virtual": the walls and the allocation of areas. The design assumes that the walls of a virtual office provide a visual boundary to the place that indicates what is inside and what is outside the office. The functions of the wall include security, privacy, and a place for hanging things. The threedimensional visualization of the wall as a frame with cubes was inspired by the paintings of Piet Mondriaan. The design has five functional areas that are distinct, in order to provide a sense of movement when moving from one type of task to another.
series other
email
last changed 2003/04/23 15:50

_id 9c19
authors Maher, M.L., Simoff, S., Gu, N. and Lau, K.H.
year 2001
title Virtual conference centre
source M. Burry (ed.), Cyberspace: The World of Digital Architecture, Images Publishing, Mulgrave, Vic, pp. 192-195
summary The Virtual Conference Facilities design is part of the Virtual Campus, which comprises several rooms, hallways, and resource areas. The rooms include facilities for slide projection, recording, and softbots. The three-dimensional visualization of the rooms assumes that an avatar can walk or teleport from one place to another, The design style is a derivation of the Virtual Office design, using similar framelike walls and distinctive activity areas. The facility has three main rooms: the entrance hall, the conference room, and the practice studio. The use of rooms is determined on the basis of activity and conversation privacy, since the main purpose of the facility is to provide a place for people to meet. A person can hear anyone else in the some room talk but cannot hear someone in another room.
series other
email
last changed 2003/04/23 15:50

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

No more hits.

HOMELOGIN (you are user _anon_234745 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002