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 719

_id 30fc
authors Alfredo, Andia
year 2001
title Talleres por Internet: Evaluacion de La Experiencia colaborativa del "Internet Studios Constortium" [Online Studios: Evaluation of Collaborative Experience "Internet Studios Consortium"]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 110-115
summary This paper explores the pedagogical use of Internet in design-studio teaching in architectural education. The findings are based on a three-year experience working in semester long projects in which large numbers of participants (from 35 to 300 students) from Miami, Santiago, Valparaiso, Buenos Aires, Rosario, Maracaibo, Caracas and Guayaquil collaborated using the Internet in various format. The majority of the collaboration has been accomplished by using low-bandwidth Internet communication such as Web publishing, Chat, Web3D, RealPlayer, IP videoconferencing, CAD software, and other technologies such as ISDN broadcasting. New grants, obtained from Global Crossing, Cisco, and Lucent Technologies, from the Ampath project at FIU, Miami, is supporting a new series of experimentation with high-bandwidth technologies on the Internet2 Abilene Network.
series other
email
last changed 2003/11/21 15:15

_id 2006_182
id 2006_182
authors Bridges, Alan
year 2006
title A Critical Review of Problem Based Learning in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2006.182
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 182-189
summary There is limited research and discussion on pedagogical approaches in architectural education, simply because it is considered as one of the “unimportant” areas that researchers “do not bother studying” (Teymur, 2001). Problem Based Learning has been known to provide competent graduates in other professional disciplines, and, consequently, there have been attempts to utilise the same pedagogical approach in architectural education where PBL is seen as a potential solution to the problems encountered in architectural education. This paper critically reviews PBL implementations at TU Delft Netherlands and Newcastle University, N.S.W. Australia and draws conclusions with particular respect to the teaching of architectural computing
keywords PBL; architecture; computing
series eCAADe
email
last changed 2022/06/07 07:54

_id 3287
authors Cheng, Nancy Yen-wen
year 2001
title Evolution of Digital Design Teaching: A Course as Microcosm for Educational Issues
doi https://doi.org/10.52842/conf.acadia.2001.013
source ACADIA Quarterly, vol. 20, pp. 13-17
summary Despite widespread use of computers in the architectural profession, computer use in architectural education remains uneven. The challenge to educators becomes apparent in examining the evolution of an introductory course. In four years, the teaching initiatives illuminate the crucial issues:* Content focus (what): computer techniques supporting design concepts, selection of design and communication applications / * Delivery techniques (how): - Organizing framework: staffing, course format - Teaching tools: web resources, online bulletin boards, online quizzes and gradebook. These efforts have produced gradual progress. Major successes include development of successful assignments and resources, balance of exercise types, and skill improvement through competency exams. On the other hand, addressing different skill levels, providing personal attention in an efficient way and overcoming equipment impediments remain a challenge. Outside the course, the overall curricular framework needs to be adjusted to prepare for and reinforce learning within the course. Results from initiatives inside and outside of the classroom are discussed.
series ACADIA
email
last changed 2022/06/07 07:55

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
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 In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9e0d
authors Dokonal, Wolfgang and Martens, Bob
year 2002
title Round Table Session on “3D-City-Modeling”
doi https://doi.org/10.52842/conf.ecaade.2002.610
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 610-613
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. On the occasion of eCAADe 2001 in Helsinki a working session on the topic “3D-City-Modeling” was held, in which a varietybundle of papers was presented. The eCAADe 2002 round table session on “3D-City-Modeling” is opening up for an intensive discussion on a number of goals which were elaborated by a working group in Helsinki.
series eCAADe
email
last changed 2022/06/07 07:55

_id bbfa
authors Donath, D., Beetz, J., Grether, K., Petzold, F. and Seichter, H.
year 2001
title Augmented Reality Techniques for Design and Revitalisation in Existing Built Environments
doi https://doi.org/10.52842/conf.acadia.2001.322
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. 322-329
summary Building activity in Germany is moving increasingly toward combined newbuild and renovation projects. Essential for effective computer-aided planning within an existing context is not only the use of on-site computer-aided measurement tools but also an integrative cooperation between the different disciplines involved via an information and communication system. Interdisciplinary cooperation needs to be tailored to the integrative aspects in renovation and revitalisation work. Economic factors determine the viability of an architectural project, and reliable costing information is vital. Existing IT-approaches to this problem are not yet sufficiently exploited. In ongoing research at our university (collaborative research center ”Materials and Structure in the Revitalisation of Buildings”) methods and techniques of revitalisation are being investigated. A special branch of the collaborative research center is investigating possibilities of computer-aided building measurement and communication platforms for professional disciplines (www.uni-weimar.de/sfb). The aim is to develop a general approach to the revitalisation of buildings. This paper discusses possible application areas of AR/VR techniques in the revitalisation of buildings from the point of view of the user and are based on the real project “Cooling factory Gera”. Based on the necessities of revitalisation projects, technical requirements are developed. The project is funded by the Deutsche Forschungsgesellschaft (DFG).
keywords Augmented Reality, Architecture, Modernization, Measurement
series ACADIA
email
last changed 2022/06/07 07:55

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
doi https://doi.org/10.52842/conf.ecaade.2002.472
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 472-477
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id bfc8
authors Fukai, Dennis and Srinivasan, Ravi
year 2001
title PCIS Revisited: A Visual Database for Design and Construction
doi https://doi.org/10.52842/conf.acadia.2001.372
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. 372-379
summary This paper presents research on a piece-based construction information system called PCIS(pronounced “pieces”) first published as a visual information concept at ACADIA’96, Tucson. After more than five years of development it has evolved into a multidimensional visual information system for design and construction. It includes a piece-based anatomical construction model layered according to a work breakdown structure; a dataTheater that surrounds the model as an index to plans, elevations, sections, and details; and a dataWorld with cameras fixed to the intersections of its latitudes and longitudes to add context and perspective. A standard services matrix (SSM) controls layer visibility and camera settings. PCIS can be “played” to access archived resources; support design development, analyze and resolve preconstruction conflicts, and coordinate construction activities. Current research will be used to demonstrate how PCIS might be valuable to increase the potential for technical cooperation, collaboration, and communication by literally aligning the points of view of architectural, engineering, and construction methodology.
keywords Construction, Pictorial, 3D/4D, Modeling, Database
series ACADIA
email
last changed 2022/06/07 07:50

_id 5de9
authors Gavin, Lesley
year 2001
title Online Learning in Multi-User Environments
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 59-64 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Over the last 2 years the MSc Virtual Environments course in the Bartlett School of Graduate Studies has used a 3-dimensional on-line multi-user environment to explore the possibilities for the architectural design of virtual environments. The 'Bartlett' virtual world is established as the environment where students undertake group design projects. After an initial computer based face-to-face workshop, students work from terminals at home and around the university. Using avatar representations of themselves, tutors and students meet in the on-line environment. The environment is used for student group discussions and demonstrations, tutorials and as the virtual 'site' for their design projects. The 'Bartlett' world is currently open to every internet user and so often has 'visitors'. These visitors often engage in discussions with the students resulting in interesting dynamics in the teaching pattern. This project has been very successful and is particularly popular with the students. Observations made over the 2 years the project has been running have resulted in interesting reflections on both the role of architectural design in virtual environments and the use of such environments to extend the pedagogical structure used in traditional studio teaching. This paper will review the educational experience gained by the project and propose the ideal software environment for further development. We are now examining similar types of environments currently on the market with a view to adapting them for use as a distance learning medium.
series other
email
last changed 2001/09/14 21:30

_id 17ba
authors Koutamanis, Alexander
year 2001
title Fuzzy Modeling of Floor Plan Layout
doi https://doi.org/10.52842/conf.acadia.2001.314
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. 314-321
summary Fuzzy modeling provides methods and techniques for qualifying and quantifying imprecise and uncertain information. The main advantages of fuzzy design representation are fluency, abstraction and continuity, at a level similar to that of analogue techniques, as well as the possibility of local autonomy, i.e. segmentation of a representation into self-regulating and cooperating components. The paper investigates the applicability of fuzziness to digital architectural sketching of floor plan layouts. Based on an analysis of the paradigmatic dimension in analogue floor plan sketches three alternative forms are proposed: (1) Canonical objects with tolerances, (2) objects described by minimal and maximal values, and (3) point sets which decompose the form of an object into a number of discrete, autonomous particles that describe the object by their position and spatial or structural relationships.
keywords Representation, Sketching, Floor Plan, Fuzziness
series ACADIA
email
last changed 2022/06/07 07:51

_id b36d
authors Lewis, Martin Lewis and Wojtowicz, Jerzy
year 2001
title Design in the New Media - Digital Design Pedagogy at the SoA, University of British Columbia
doi https://doi.org/10.52842/conf.ecaade.2001.256
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 256-261
summary The idea of the Bauhaus education was born out of the conviction that designs for mass production and modern architecture needed a new fundamental design strategy. Today, seventy-five years later, the modern, basic design pedagogy needs to be revisited, as the impact of the Information Technology Revolution on design practice and education is now extensive. The illustrations and reflections on a modern curriculum for fundamental design and communication presented in this paper are derived from the authors’ introduction of the new media to design studios at UBC and from design practice. In the case of the nascent student of architecture, a different, rudimentary approach is required: one calling for the combining of the modern, basic design agenda with the introduction of the new media. The fundamental digital design pedagogy is young and not fully established. This is a considerable problem, since the practice and learning of architecture today is increasingly aided by and dependent upon digital media. Parallel to the traditional methods, the contemporary student of design is now obliged to engage new and dynamic conditions at the formative stage of his or her education. In the recent past, the computer was considered as just another device, requiring the development of mechanical techniques or skills. While those skills still have to be mastered, more recently in design education and practice, IT has become accepted as MEDIA - not just as a drafting or modeling tool. This process is perhaps due to the rapid dissemination of computing literacy and to the progressive accessibility and ease of use of IT. At UBC, Techniques and the Foundation Studio are introductory courses intended to make students engage the new media in parallel with, and complimentary to, established conventions in design.
keywords Imagining, Communicating
series eCAADe
email
last changed 2022/06/07 07:52

_id d5a7
authors Mark, E., Martens, B. and Oxman, R.
year 2002
title Round Table Session on “Theoretical and Experimental Issues in the Preliminary Stages of Learning/Teaching CAAD”
doi https://doi.org/10.52842/conf.ecaade.2002.205
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 205-212
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. The current education session follows up on a round table discussion held at eCAADe 2000 in Weimar, Germany, which was continued in the form of a plenary session at eCAADe 2001, focusing on sharing ideas on a more progressive curriculum under the topic “The Ideal Computer Curriculum”. The primary objective for the 2002 education session is to engage participants in an active discussion, not the longer format presentation of prepared positions. The round-table itself is limited to short opening statements so as to ensure time is allowed for viewpoints to be exchanged and for the conference attendees to weigh in on the issues discussed. The panel will critique current patterns teaching of computer aided design in schools of architecture, a review of past practices with the potential for guiding future direction.
series eCAADe
email
last changed 2022/06/07 07:59

_id 7491
authors Oxman, Rivka and Streich, Bernd
year 2001
title Digital Media and Design Didactics in Visual Cognition
doi https://doi.org/10.52842/conf.ecaade.2001.186
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 186-191
summary The cognitive properties of design learning have rarely been the subject of design education. Irrespective of the specific design domain, traditional educational models in design education are based upon the evaluation of the product of designing rather than on what might be considered a learning increment. Lately we have developed the concept of cognitive learning tasks as learning increments in design education and propose that digital media constitute the basis of uniquely powerful learning technologies. The research described in this paper addresses the confluence of cognitive learning tasks as a pedagogical approach in design education, its potential relationship to digital media in order to develop a digital design didactics, and the relationship of these developments in design education to current practices of digital design generation. In this paper, we focus on the cognitive aspects of visual cognition in design learning. An example in the domain of architectural design is illustrated.
keywords Design Learning, Cognitive Design, Visual Cognition, Design Thinking, Design Generation
series eCAADe
email
last changed 2022/06/07 08:00

_id 2ab7
authors Ozcan, Oguzhan
year 2001
title Integration of Architectural Education in Teaching Interactive Media Design - A Course for Space Composition
doi https://doi.org/10.52842/conf.ecaade.2001.245
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 245-248
summary In accordance with our design knowledge, the users’ expectations and the level of the technology reached, show us that interactive media design is not only an interactive environment which depends on two dimensional typographic composition any more. Spatial data has an important role in the formation of interactive media design (TUFTE 1995 p.38). From this point of view, the main factors of this issue are: (1) design of the storyboards, especially for gamedesign, that are made up of spatial perception, (2) the spatial organisations in which info-kiosks take place in public environment, (3) the relation between the screen and the organisation of space in interactive exhibition design. // When we consider the matter above, we understand that throughout the process of the curriculum of interactive media design for undergraduate education, only the traditional communication design and programming education is not sufficient enough, but architectural education must also take a part of this education in some degree. In this paper, as the theme of the considerations above, it is examined what kind of basic problems is to be faced in the integration of architectural education to that of the interactive media design and also the solution propositions formed for these problems.
keywords Interactive Media, Architecture, Education, Design
series eCAADe
email
last changed 2022/06/07 08:00

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id 7261
authors Seebohm, Thomas and Chan, Dean
year 2001
title The Design Space of Schematic Palladian Plans for Two Villa Topologies
doi https://doi.org/10.52842/conf.acadia.2001.156
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. 156-165
summary Given the plan topology for the layout of the rooms of a Palladian villa, we ask what is the design space of possible Palladian plans. What does this space look like in terms of dimensions and proportions? Two plan topologies are examined to throw some light on this question. One is that of the Villa Angarano while the other is that of the Villa Badoer. A Maple program was written for each topology to solve the equations for room proportions, to cycle through the possible proportional spacing of the underlying Tartan grid, and to plot out the possible plans in the design space. The programs eliminate from the design space those alternatives that violate basic Palladian constraints, such as no room having an aspect ration greater than 2:1, and such additional constraints that we and other authors have found. A selection of the plotted output of plans in the design space for each topology is presented as well as threedimensional plots showing the number of plan alternatives in different regions of the critical parameter space, namely, the length and aspect ratio of the plan. We believe that this is the first instance of enumerated Palladian plans which goes beyond topology to examine issues of dimension and proportion. One conclusion is that one cannot scale a Palladian plan topology to fit any set of overall dimensions.
keywords Palladio, Design Space, Villa, Plans, Rule-Based Generation
series ACADIA
email
last changed 2022/06/07 07:56

_id c51a
authors Stelzer, Alfredo Andía
year 2001
title TALLERES POR INTERNET: EVALUACION DE LA EXPERIENCIA COLABORATIVA DEL "INTERNET STUDIOS CONSORTIUM" (Studios Via Internet: Evaluation of the Collaborative Experience of "Internet Studios Consortium")
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 110-112
summary This paper explores the pedagogical use of Internet in design-studio teaching in architectural education. The findings are based on a three-year experience working in semester long projects in which large numbers of participants (from 35 to 300 students) from Miami, Santiago, Valparaiso, Buenos Aires, Rosario, Maracaibo, Caracas and Guayaquil collaborated using the Internet in various format. The majority of the collaboration has been accomplished by using low-bandwidth Internet communication such as Web publishing, Chat, Web3D, RealPlayer, IP videoconferencing, CAD software, and other technologies such as ISDN broadcasting. New grants, obtained from Global Crossing, Cisco, and Lucent Technologies, from the Ampath project at FIU, Miami, is supporting a new series of experimentation with high-bandwidth technologies on the Internet2 Abilene Network.
series SIGRADI
email
last changed 2016/03/10 10:01

_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 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
doi https://doi.org/10.52842/conf.ecaade.2001.263
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
summary This paper presents a recently finished course of eight weeks where CAAD skills, design methodology, and architectural theory are combined to discuss possible perspectives on the use of the computer in design, and its influence on architecture. In the course, three contemporary architects were studied; Peter Eisenman, Ben van Berkel, and Greg Lynn. Each was discussed on aspects of ontology (which are the elements of discourse), design method (design process and organization of the process), and the use of the computer (techniques and approaches). These were linked with design theory, architectural theory, and CAD-theory. The reflection on the work of the architects resulted in a number of design methods for each architect. The design methods were adapted to the available technologies in the university as well as to the scope of the exercise, since the period of eight weeks for an exercise cannot compete with design processes in practice that take many participants and much time. The students then applied the design methods to a design task: student housing and an exhibition pavilion on the campus area of the university. The task was so devised, that students could focus on either architectural or urban design level with one of the design methods. Also, the choice of architects and accompanying design methods was made in such a way that students with low, medium, and advanced computer skills could take part in the course and exercise. In a workshop held at the Czech Technical University (CVUT) in Prague, the same procedure was used in a one-week period for a different design task, but in an otherwise almost identical setting with respect to the CAAD software used. The methods and material were easily transferred to the other setting. The students were able to cope with the task and produced surprising results in the short time span available. The paper will provide an overview of the course, discuss the pedagogical implications of the work, and discuss how this particular work can be generalized to incorporate other architects and approaches.
keywords CAAD: Design Methods, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:54

_id avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
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 paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

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