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 636

_id ad6c
authors Brown, A., Gavin, L., Berridge, P. and Knight, M.
year 2001
title An Active World - Architectural Information Interchange via 3D Internet Environments
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 365-370
doi https://doi.org/10.52842/conf.ecaade.2001.365
summary The eCAADe organisation has the long term role to promote and facilitate the discussion and interchange of ideas relating to a broad range of issues in the field of CAAD education and research. The new technologies that have come together to give us the environment that we know as the Internet has offered a range of stimuli for new initiatives. A research group has been established to investigate and explore a particular aspect of this new potential with the goal of creating an eCAADe Virtual world as a vehicle for testing the associated ideas. This papers reports on the recent developments on this project.
keywords Internet, 3D-Worlds, Virtual Meeting, ECAADe, Collaboration
series eCAADe
email
last changed 2022/06/07 07:54

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
doi https://doi.org/10.52842/conf.ecaade.2001.423
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 40a6
authors Ennis, Gareth and Lindsay, Malcolm
year 2001
title VRGLASGOW.CO.UK implementation of internet multi-user functionality to Glasgow's virtual city
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 135-142 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximayely 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper will describe the background to this VR space, and suggest a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria will take into account lessons learned by 'observing' and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
series other
email
last changed 2001/09/14 21:30

_id 7134
id 7134
authors Penttilä, Hannu (Ed.)
year 2001
title Architectural Information Management [Conference Proceedings]
source 19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1 / Helsinki (Finland) 29-31 August 2001, 578 p.
doi https://doi.org/10.52842/conf.ecaade.2001
summary Several common phrases, such as “information society” or “virtual reality” point out the fact that information technology, digital tools and numerous different services via various communication networks have become crucially important factors of our western lifestyle and living environment. The trends of the society reflects naturally the working environments of the construction field, architectural discipline being amongst them. It is almost inconceivable to even imagine an architect without computer-based tools anymore. This evolutional development process has, from historical perspective, only recently started. The process is constantly evolving and rapidly increasing our possibilities to use and enjoy these modern digital fruits. The sometimes unpredictable and rapid changes in our working environment should make architects nervous about the impacts of the changes. All those delicate methods and collective traditions of the several thousand year architectural discipline(!), just simply cannot be transferred into the digital realm in a few decades. Researchers and teachers should very carefully, but still open mindedly, critically explore, analyse and adjust the so-called “modern technology” into the world of architecture, construction, design, planning – and education. We are not just “endusers”, It is we, in fact, who should define what, where and how are we willing to use it(IT). The value of information is constantly growing in our society, and in the future it will evidently be even more so. The value of information is quite hard to define with measurable or agreed concepts, but information evidently contains value-factors. The information which the architects are creating, modifying and manipulating, contains essential and valuable core data concerning the whole built environment of our society. It affects the physical surroundings of our society, in which we will be living for decades – hence, the information has a historical basis. The architectural core information also very strongly affects the quality of life of our fellow citizens – consequently, it has deep social meaning. The essentials of architectural information relies on the tradition of centuries – hence, it clearly has acknowledged cultural values, which are also extremely difficult to quantify. So how could architectural information be described? The information covers a wide range of heterogeneous concepts, items, values, methods, tools, materials, true facts, rumours, intuition and knowledge, plus a multitude of yet undefined or unpredictable factors, which still have to be watched and prepared for. Since the information deals with common and general subjects, it should also be described with common and general concepts. On the other hand as the information is also concerned with the minutiae of specific projects, the architectural information should also be described with well identified and unique entities. With our digital tools we handle all information – including architectural – more and more digitally. We have to handle and manipulate information currently as digital data, which could be understood the ”raw material” of architectural information. Digital data becomes valuable information, when some kind of meaning or purpose to somebody can be attributed to it. In the early gloomy days of ”digital architecture” in the 1960’s and 1970’s, researchers tried to describe architectural artefacts and even design process mathematically. The details of architectural information were quite difficult to describe with binary alphanumeric information of main-frame machines. The architects’ tools development then led to a trend where architects could better represent and visualize the design objects digitally. The widespread and common use of 2D-drawing and 3D-modelling tools is still a very strong trend within our discipline. In fact it is “the way” the majority of architectural information is managed today. During the last 15–20 years, so-called conceptual modelling or product data modelling, done in various technical and construction field research units worldwide, has from one viewpoint clarified the basis and essence of architectural information. Hence, it’s not only CAD-software application development, but also elementary and theoretical research that gives us valuable help to survive among the ever growing seas of terabits of data in the future to come. Architectural information is something that simply cannot be described just with DWG-drawings or dummy scanned photographs any more. Although drawings and photos may contain very important bits of architectural documentation, we need ntimes more “complexity layers”, concepts and tools to manage and understand the essence of architectural information today. A proper way to manage the data we are working with, has to cover the whole architectural discipline. The methods and tools also have to be valid and flexible for several decades in the future.
keywords Information Management & Data Structuring, Education & Curricula, Modeling & City Planning
series eCAADe
email
more http://www.hut.fi/events/ecaade/
last changed 2022/06/07 07:49

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_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 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 8652
authors Han, Seung-Hoon and Turner, James A.
year 2001
title An Architectural Approach to Virtual Reality Support of Multi-user Environments
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 439-452
summary The Internet and its multimedia component, the World Wide Web (WWW), are the essential technological foundations, and the tools to construct cyberspace on these foundations are beginning to be created. Two of those tools are the network programming language, Java, and the 3D graphics standard for the Internet, the Virtual Reality Modelling Language (VRML) which has the ability to support programmable behavior. This paper documents at experiment with the use of networks with Java-VRML connectivity, applying it to a collaborative system which will make it possible for multiple users to navigate and dynamically update an architectural VR environment.
keywords Collaborative Design, Distributed Virtual Environments, Multi-User, Internet
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
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. 230-241
doi https://doi.org/10.52842/conf.acadia.2001.230
summary Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place-like principles. Making places for human inhabitation is, of course, what architects, landscape architects, town planners, and interior designers have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they have adopted the woefully inadequate ‘document metaphor’: instead of ‘web-places’ we find ‘web-pages.’ 3D environments that closely mimic physical space are not much better suited for making Cyber-places: they are, by and large, devoid of essential characteristics that make a ‘place’ different from a mere ‘space,’ and only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a space rather than as means of communication, there will be a growing need to design it according to place-making principles rather than document-making ones. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
keywords Place, Internet, Cyberspace
series ACADIA
email
last changed 2022/06/07 07:52

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
doi https://doi.org/10.52842/conf.ecaade.2001.192
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 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_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" Ń either between/among human participants or between human participants and the computer interface Š 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

_id db60
authors Af Klercker, J., Achten, H. and Verbeke, J.
year 2001
title AVOCAAD - A First Step Towards Distance Learning?
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 269-274
doi https://doi.org/10.52842/conf.ecaade.2001.269
summary In the industrial world knowledge is developed very fast. As most countries are depending on employees with a high level of knowledge and skills the term ”Life Long Learning” has been formulated and the concept is more and more accepted. Institutions of higher education are more and more involved in creating supplementary education more independent of time and place. Distance learning was originally carried out by ordinary mail, which was slow but might then have been the only solution for people in remote places. With the Internet and e-mail the distance-learning concept has got a far better tool, for instance better interaction facilities. Architects and engineers in practise are deeply involved in solving the problems of the present projects. Education which is independent of time and place must be of great interest to both parties. The AVOCAAD project has created an education model for students to meet the possibilities of CAAD. The education model can be used in a curriculum at a school as well as for distance learning. Among the possible experiences from it, the one concerning distance learning might be the most important future application of the system in architectural education. This paper sketches the pedagogical background and gives examples from other areas of knowledge, where distance learning is already in use. We will put the question how the AVOCAAD concept meets the experiences from distance learning.
keywords Distance Learning, Pedagogic, CAAD, E-Learning, AVOCAAD
series eCAADe
email
last changed 2022/06/07 07:54

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id cdd4
authors Björk, Bo-Christer
year 2001
title Open Source, Open Science, OpenCourseWare
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 13-17
doi https://doi.org/10.52842/conf.ecaade.2001.013
summary The Internet has in just a few years radically changed the technical foundation for how the supply chain of scientific publications and teaching materials functions. As researchers we can with just a few clicks find a significant part of all the information we need for free on the World Wide Web. As teachers we can find huge amounts of digital material which can be downloaded or linked from the web and included in presentation overheads, or hyperlinked as reading material. Yet the business and legal (copyright issues) infrastructure has hardly changed and presents a barrier to innovation and reengineering of the overall process. This paper describes some recent trends in how the Internet influences these two fields (publication of research resuls and production of teaching material) as well as related developments in the organisation of software develop-ment, and discusses them both from an economic and philosophical perspective.
keywords Internet, Scientific Publication, Teaching Material, Open Source
series eCAADe
email
last changed 2022/06/07 07:52

_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
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
doi https://doi.org/10.52842/conf.acadia.2001.322
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 a58e
authors Evans, S. and Hudson-Smith, A.
year 2001
title Information Rich 3D Computer Modeling of Urban Environments
source Working Paper 35, Centre for Advanced Spatial Analysis Working Papers; London, August 2001
summary We are living in an increasingly information rich society. Geographical Information Systems now allow us to precisely tag information to specific features, objects and locations. The Internet is enabling much of this information to be accessed by a whole spectrum of users. At CASA we are attempting to push this technology towards a three-dimensional GIS, that works across the Internet and can represent significant chunks of a large city. We believe that the range of possible uses for such technology is diverse, although we feel that urban planning is an area that can benefit greatly. An opportunity to push this ģplanning technologyī arose when CASA won a tender from Hackney Council to develop a dynamic website for community participation in the process of regenerating the Woodberry Down Estate. This is a run down part of northeast London that is undergoing a major redevelopment. CASA has developed a system that not only informs the local residents about the redevelopment process but it also enables them to use dynamic visualisations of the ģbefore and after effectsī of different plans, and then to discuss and vote on the variety of options.
series other
last changed 2003/04/23 15:50

_id 89fe
authors Ferrar, Steve
year 2001
title The Nature of Non-Physical Space - Or how I learned to love cyberspace wherever it may be
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 208-213
doi https://doi.org/10.52842/conf.ecaade.2001.208
summary More designers are concerned with the occupation of the virtual world, through immersive techniques, for example, than in using it as a means for conceptualising and theorising architectural space. The paper examines how architects think about space and how our consideration of nonphysical space might assist in spatial theory and in teaching. It also considers cyberspace fiction both in writing and film to see how it might help us think about space in a more liberating way. Architects and architectural teaching tends to focus on space as an element of construction rather than a theoretical proposition. By discussing imaginary spaces in greater depth we could encourage students to think about space and spatial concepts in a less rigid way. In particular the paper addresses the issues of interaction and transactions in these environments and how information is represented and accessed in an apparently threedimensional manner. In his book ‘Snow Crash’, Neil Stephenson deals with many ideas concerning not only architectural space but also universal space and its organisation in space and time. He uses metaphor in his depiction of the ultimate in information gathering and management. These are compelling ways in which to communicate ideas about threedimensional thinking, and information collection and management to students of architecture as well as helping architects with the theory and visualisation of non-physical space.
keywords Space: Virtual Reality, Cyberspace, Film, Literature
series eCAADe
email
last changed 2022/06/07 07:56

_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 cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 685-700.
summary Architects‚Äīlike other designers‚Äītend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses‚Äīin the way architecture is conceived, taught and critiqued‚Äīresults in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as ‚Äśmovement‚Äł, ‚Äśguiding‚Äł and/or ‚Äśrest‚Äł plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

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