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 103

_id ea46
authors Colajanni B., Concialdi, S. and Pellitteri, G.
year 2001
title Construction or Deconstruction: Which is the Best Way to Learn Architecture?
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 299-304
doi https://doi.org/10.52842/conf.ecaade.2001.299
summary The actual shift of the teaching methods from teacher-centred expository methods, to learner-centred exploratory ones. The educational goals are no more the construction of a solid theory knowledge from which the behaviour is driven. It is the acquisition of capabilities and skills directly related to the professional activity. The consequence is that the teacher has the task of endowing the student not only with a large amount of documentation but also with at least suggestions of the way to use it. One of these suggestions is the deconstruction (in a literal and not philosophical sense) as a way of investigating the structure of buildings. In a first phase in order to acquire, through generalisation a systematic knowledge of the way the parts of a building (their subsystems) contribute to the global architectural organism. In a second phase in order to explore buildings of special interest aiming at mastering their peculiar solutions. An example of this method is presented, limited to the spatial analysis only both for brevity sake and for particular difficulties presented.
keywords Deconstruction, Learn Architecture, Learning By Experience
series eCAADe
email
last changed 2022/06/07 07:56

_id 07bf
authors Drewe, Paul
year 2001
title ICT and urban design, a paradigm challenge
source CORP 2001, Vienna, pp. 331-334
summary Dealing with ICT, a design studio has been created, dedicated to the "Network City". There is no direct link between ICT and spatialstructure. And the spatial impacts of the new technology still involve high levels of uncertainty. That is where design comes in as itcan demonstrate and visualize what could be. The future urban agglomeration is one of the test-beds. The approach is one of designorientedresearch aiming at possible futures. This approach might be referred to as "research by design", but certainly also involves"design by research". It is, not unlike many aspects of ICT, not a simple matter of either/or.
series other
email
more www.corp.at
last changed 2002/12/19 12:15

_id 7c0e
authors Koutamanis, Alexander and Den Hartog, Peter
year 2001
title Simulation and representation. Learning from airflow analyses in buildings
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 657-666
summary The simulation of environmental aspects is a current priority in design research and practice. The availability of relatively efficient and reliable simulation systems and the emphasis on environmental aspects throughout a building’s lifecycle combine to stimulate exploration of aspects such as lighting and air quality by computational means. Nevertheless, a frequent complaint is that the addition of such simulations makes design information processing timeconsuming and cumbersome, thereby increasing uncertainty and indecision. Therefore, it is imperative that simulation is integrated in the strategies and tools normally used by the digitally-minded architect. In this respect a central issue is the relations between the simulation and the design representation used as connecting tissue for the whole design environment. Input of design information in the simulation means identification of relevant objects, aspects, parts and properties of these objects, as well as relationships between objects. The explicit description of objects such as spaces, doors and windows in the design representation allows for ready extraction of relevant information, including automatic recognition of relationships such as adjacency between a window and a space. The addition of information specific to the airflow analysis was resolved by the extension of the representation to cover front-end service components such as inlets and outlets and general properties (annotations) such as activities accommodated in a space and the primary choice of cooling and heating subsystems. The design representation is also the obvious target for the output of the simulation (feedback). Visualization of airflow in terms of the resulting voxels makes effortless and enjoyable viewing but merely allowing the visualization to coexist with the representation of spaces and building elements does not provide design guidance. One way of achieving that is by treating spaces not as integral entities but as containers of relevant surfaces. These surfaces determine the adaptive subdivision of the space and function as attractors for voxel clustering.
keywords Simulation, Representation, Visualization
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 72fb
authors Koutamanis, Alexander
year 2001
title On the Management of Visual Design Documentation
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 124-130
doi https://doi.org/10.52842/conf.ecaade.2001.124
summary One of the most significant consequences of computerization in design practice is a spectacular increase in the amount and complexity of information produced for the specification, analysis and communication of design decisions and products. Computerization is intended to have a positive effect on such subjects but offers no builtin guarantees. The complexity, redundancy and amount of information that is generated on a variety of media has accentuated the problems of archiving, indexing and retrieving design documentation, either in the same project or in related ones. The shortcomings of visual information processing derive from a number of inherent problems: lack of integration in information carriers and kinds; organizational uncertainty, especially with respect to archiving and retrieval; superficial replication of analogue practices; limited understanding of information utility; chronic underestimates of automation potential coupled to overestimates of costs. A progressive improvement of design documentation should focus on: (1) the integration of information kinds and carriers in a single representation (in the direction of virtual prototyping); (2) correlation of information registration and processing with information utility; (3) structural rather than opportunistic or deterministic integration of utility requirements in design representations; (4) recognition of informatization and information management as a new specialization that complements existing roles in the design and management of the built environment
keywords Computerization, Management, Visual Representation, Integration
series eCAADe
email
last changed 2022/06/07 07:51

_id 5b94
authors Jefferis, A., Jones, M. and Jefferis, T.
year 2001
title AutoCAD 2002 for Architecture
source Autodesk Press
summary Fully updated to power readers to new levels of productivity, AutoCAD(r) 2002 for Architecture is a concise guide to mastering the commands used to create 2D drawings, step-by-step. All examples and exercises are architecture-specific, enabling readers to focus squarely on developing the specific computer skills and drafting expertise required to excel in the architectural and construction fields today.
series other
last changed 2003/02/26 18:58

_id 36f5
authors Burry, M., Burry, J. and Faulí, J.
year 2001
title Sagrada Família Rosassa: Global Computeraided Dialogue between Designer and Craftsperson (Overcoming Differences in Age, Time and Distance)
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. 076-086
doi https://doi.org/10.52842/conf.acadia.2001.076
summary The rose window (‘rosassa’ in Catalan) recently completed between the two groups of towers that make up the Passion Façade of Gaudí’s Sagrada Família Church in Barcelona measures eight metres wide and thirty-five metres in height [Figure 1]. There were four phases to the design based in three distinct geographical locations. The design was undertaken on site, design description in Australia some eighteen thousand kilometres distant, stone-cutting a thousand kilometres distant in Galicia, with the completion of the window in March 2001. The entire undertaking was achieved within a timeframe of fifteen months from the first design sketch. Within this relatively short period, the entire team achieved a new marriage between architecture and construction, a broader relationship between time-honoured craft technique with high technology, and evidence of leading the way in trans-global collaboration via the Internet. Together the various members of the project team combined to demonstrate that the technical office on site at the Sagrada Família Church now has the capacity to use ‘just-in-time’ project management in order to increase efficiency. The processes and dialogues developed help transcend the tyranny of distance, the difficult relationship between traditional craft based technique and innovative digitally enhanced production methods, and the three generational age differences between the youngest and more senior team members.
keywords Digital Practice, Global Collaboration, Rapid Prototyping
series ACADIA
email
last changed 2022/06/07 07:54

_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 4b30
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title ARMY WAR GAME SIMULATION (AWAS) system - Utilising architectural knowledge in virtual environments
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 435-438
doi https://doi.org/10.52842/conf.caadria.2001.435
summary This research briefly examines the importance of collaborative design in developing a multi-user, multi-tiered, networked and real-time information base system. Aspects such as navigation, interaction, communication, movements (objects or virtual camera), control, level of details, spatial design and virtual spaces will be explained to show their importance in the development of virtual world. This paper will further explore the aspects of collaborative design in the context of Army War Game Simulation System (AWAS). A generic collaborative design-based framework will be demonstrated to simulate the overall operations of a war in command-control structure of the force.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
doi https://doi.org/10.52842/conf.caadria.2002.151
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia23_v3_129
id acadia23_v3_129
authors Ayres, Phil
year 2023
title Sensitive Scaffolds – Cultivating Spatio-temporal Dialogues with Living Complexes
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Thank you to the ACADIA team for extending the invitation to come here. For me, it's a really fantastic moment to reconnect with the ACADIA community. I've been dipping in and out of it since -- I think my first ACADIA was in Savannah, Georgia. Does anyone remember what year that was? 2001? 2002? I've been dipping in and out. And I really see this community as a model. You know, we could talk about the Mississippi and how it meanders, and passages of energy and matter and information begin to change. And the ACADIA community meanders across these different territories, but somehow it maintains its particular identity. And that identity, I think, is shrouded within ideals of sharing -- knowledge sharing -- and within a kind of creative design research, you know, rigor, which I find really fascinating.
series ACADIA
type keynote
email
last changed 2024/04/17 13:59

_id 174f
authors Bakker, N.H.
year 2001
title Spatial Orientation in Virtual Environments
source Delft University of Technology
summary Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use these three-dimensional interfaces for finding and retrieving information, the user must be able to spatially orient themselves. Different types of VE technology are available for navigating in these VEs, and different types of navigation can be enabled. A choice has to be made between the different options to enable good spatial orientation of the user. There are two main types of VE interfaces: an immersive interface that provides rich sensory feedback to the user when moving around in the VE, and a non-immersive interface that provides only visual feedback to the user when moving around in the VE. Furthermore, navigation through the VE can either be continuous providing fluent motion, or can be discontinuous which means that the viewpoint is displaced instantaneously over a large distance. To provide insight into the possible effects of these options a series of nine experiments was carried out. In the experiments the quality of spatial orientation behaviour of test subjects is measured while using the different types of interface and the different types of navigation. The results of the experiments indicate that immersive navigation improves the perception of displacement through the VE, which in turn aids the acquisition of spatial knowledge. However, as soon as the spatial layout of the VE is learned the two types of navigation interface do not lead to differences in spatial orientation performance. A discontinuous displacement leads to temporary disorientation, which will hinder the acquisition of spatial knowledge. The type of discontinuous displacements has an effect on the time needed for anticipation. The disorienting effects of a discontinuous displacement can be compensated for by enabling cognitive anticipation to the destination of the displacement. These results suggest that immersive navigation might only be beneficial for application domains in which new spatial layouts have to be learned every time or in domains where the primary users are novices. For instance, in training firemen to teach them the layout of new buildings with VE, or in using architectural walkthroughs in VE to show new building designs to potential buyers. Discontinuous movement should not be allowed when exploring a new environment. Once the environment is learned and if fast displacement is essential then discontinuous displacement should be preferred. In this case, the interface designer must make sure that information is provided about the destination of a discontinuous displacement.
series thesis:PhD
last changed 2003/11/21 15:16

_id 837c
authors Ball, L.J., Lambell, N.J., Ormerod, Th.C., Slavin, S. and Mariani, John A.
year 2001
title Representing design rationale to support innovative design reuse: a minimalist approach
source Automation in Construction 10 (6) (2001) pp. 663-674
summary The reuse of previous design knowledge is a potentially important way to improve design efficiency. In practice, however, design reuse is plagued with difficulties, including those associated with the indexing, retrieval, understanding and modification of prior design knowledge. We propose that such difficulties can be ameliorated by employing insights deriving from design-rationale research concerning how best to represent and retrieve design information. We illustrate these insights by describing the development of a design-reuse system that maximizes the benefits of rationale capture and information retrieval whilst minimising the costs to the designer that might arise from disruption to natural design work.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 898a
authors Bay, J.H.
year 2002
title Cognitive Biases and Precedent Knowledge in Human and Computer-Aided Design Thinking
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 213-220
doi https://doi.org/10.52842/conf.caadria.2002.213
summary Cognitive biases (illusions) and potential errors can occur when using precedent knowledge for analogical, pre-parametric and qualitative design thinking. This paper refers largely to part of a completed research (Bay 2001) on how heuristic biases, discussed by Tversky and Kahneman (1982) in cognitive psychology, can affect judgement and learning of facts from precedents in architectural design, made explicit using a kernel of conceptual system (Tzonis et. al., 1978) and a framework of architectural representation (Tzonis 1992). These are used here to consider how such illusions and errors may be transferred to computer aided design thinking.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2003_m_040
id cf2003_m_040
authors BAY, Joo-Hwa
year 2003
title Making Rebuttals Available Digitally for Minimising Biases in Mental Judgements
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 147-156
summary The problem of heuristic biases (illusions) discussed by Tversky and Kahneman (1982) that can lead to errors in judgement by human designers, when they use precedent knowledge presented graphically (Bay 2001). A Cognitive framework of belief, goal, and decision, and a framework of representation of architectural knowledge by Tzonis are used to map out the problem of heuristic biases in the human mind. These are used to discuss what aspects of knowledge can be presented explicitly and digitally to users to make rebuttal more available for human thinking at the cognitive level. The discussion is applicable to both inductive and analytic digital knowledge systems that use precedent knowledge. This discussion is targeted directly at means of addressing bias in the human mind using digital means. The problem of human bias in machine learning and generalisation are discussed in a different paper, and the problems of international or non-intentional machine bias are not part of discussion in this paper.
keywords analogy, bias, design thinking, environmental design, heuristics
series CAAD Futures
last changed 2003/11/22 07:26

_id 1b10
id 1b10
authors Bay, Joo-Hwa
year 2001
title Cognitive Biases - The case of tropical architecture
source Delft University of Technology
summary This dissertation investigates, i) How cognitive biases (or illusions) may lead to errors in design thinking, ii) Why architects use architectural precedents as heuristics despite such possible errors, and iii) Develops a design tool that can overcome this type of errors through the introduction of a rebuttal mechanism. The mechanism controls biases and improves accuracy in architectural thinking. // The research method applied is interdisciplinary. It employs knowledge from cognitive science, environmental engineering, and architectural theory. The case study approach is also used. The investigation is made in the case of tropical architecture. The investigation of architectural biases draws from work by A. Tversky and D. Kahneman in 1982 on “Heuristics and biases”. According to Tversky and Kahneman, the use of heuristics of representativeness (based on similarity) and availability (based on ease of recall and imaginability) for judgement of probability can result in cognitive biases of illusions of validity and biases due to imaginability respectively. This theory can be used analogically to understand how errors arise in the judgement of environmental behaviour anticipated from various spatial configurations, leading to designs with dysfunctional performances when built. Incomplete information, limited time, and human mental resources make design thinking in practice difficult and impossible to solve. It is not possible to analyse all possible alternative solutions, multiple contingencies, and multiple conflicting demands, as doing so will lead to combinatorial explosion. One of the ways to cope with the difficult design problem is to use precedents as heuristic devices, as shortcuts in design thinking, and at the risk of errors. This is done with analogical, pre-parametric, and qualitative means of thinking, without quantitative calculations. Heuristics can be efficient and reasonably effective, but may not always be good enough or even correct, because they can have associated cognitive biases that lead to errors. Several debiasing strategies are discussed, and one possibility is to introduce a rebuttal mechanism to refocus the designer’s thinking on the negative and opposite outcomes in his judgements, in order to debias these illusions. The research is carried out within the framework of design theory developed by the Design Knowledge System Research Centre, TUDelft. This strategy is tested with an experiment. The results show that the introduction of a rebuttal mechanism can debias and improve design judgements substantially in environmental control. The tool developed has possible applications in design practice and education, and in particular, in the designing of sustainable environments.
keywords Design bias; Design knowledge; Design rebuttal; Design Precedent; Pre-parametric design; Tropical architecture; Sustainability
series thesis:PhD
type normal paper
email
last changed 2006/05/28 07:42

_id 6ddf
authors Bessone, B., Mantovani, G. and Galuzzi, S.
year 2001
title SEIS AÑOS DE EXPERIENCIA ENTRE LO ANÁLOGO Y LO DIGITAL (Six Years of Experience Between the Analogue and the Digital)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 179-182
summary This paper intends to contribute Architecture I Experimental Workshops for a basis of knowledge, coming up from experimenting and investigating on pedagogical strategies, during the last decades of technological media changes. A temporal cutting sustained by two specific situations is proposed. Students´ processes: Beginners in ´96 are thesists now and learning result are evaluated. Educators´ processes: An interdisciplinary group including different subjects and skills was formed. A “Preliminary Test” checking methodological instruments was considered. After having done appropiate changes, traditional design processes were compared with new ones in order to continue with the Investigating Program.
series SIGRADI
email
last changed 2016/03/10 09:47

_id d9f0
authors Bhavnani, S.K., Reif, F. and John, B.E.
year 2001
title Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using Complex Computer Applications
source Proceedings of CHI' 01 (2001), 229-236
summary Despite experience, many users do not make efficient use of complex computer applications. We argue that this is caused by a lack of strategic knowledge that is difficult to acquire just by knowing how to use commands. To address this problem, we present efficient and general strategies for using computer applications, and identify the components of strategic knowledge required to use them. We propose a framework for teaching strategic knowledge, and show how we implemented it in a course for freshman students. In a controlled study, we compared our approach to the traditional approach of just teaching commands. The results show that efficient and general strategies can in fact be taught to students of diverse backgrounds in a limited time without harming command knowledge. The experiment also pinpointed those strategies that can be automatically learned just from learning commands, and those that require more practice than we provided. These results are important to universities and companies that wish to foster more efficient use of complex computer applications.
keywords Strategies; Training; Instruction; GOMS
series other
email
last changed 2003/11/21 15:16

_id 7b69
authors Borkowski, A., Branki, C., Grabska, E. and Palacz, W.
year 2001
title Towards collaborative creative design
source Automation in Construction 10 (5) (2001) pp. 607-616
summary The paper presents a design support system for collaborative work based upon the composite knowledge representation. It addresses the main challenges of distributed environment: ensuring a convenient access to the common data by multiple users and maintaining consistency of such data. The main idea is to couple the design support system implemented in C/C++ with the knowledge database using the ODBC library developed by the Microsoft. The ability of the proposed system is demonstrated on several examples.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 5ac1
authors Bourdakis, Vassilis
year 2001
title On Developing Standards for the Creation of VR City Models
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 404-409
doi https://doi.org/10.52842/conf.ecaade.2001.404
summary The paper is an inclusive summary of research work on creating VR city models carried out over the last six years in the UK and Greece aiming to put into discussion the guidelines/ rules developed by the author. The paper is structured in three sections referring to the main stages in terms of either technical expertise and problem solving or conceptual structuring of information: creation of 3D city models, CAAD versus VR in digital city modelling and finally utilizing digital city models. The expected outcome of the work presented is the establishment of a body of knowledge that will facilitate the development of standards and guidelines for the creation of city models. There are obvious advantages in having a compatible set of city 3D models. On the other hand, there are different rules to be followed and issues to be solved, according to the scale of the model, level of detail that is needed—all these rules relate to the projected use of the model.
keywords Digital City Models, 3D Modelling, Virtual Reality, Urban Planning
series eCAADe
email
last changed 2022/06/07 07:54

_id 0277
authors Brusilovsky, P.
year 2001
title Adaptive hypermedia
source User modelling and User-Adapted Interaction, volume 11, pp. 87-110, Kluwer
summary Hypertext/hypermedia systems and user-model-based adaptive systems in the areas of learning and information retrieval have for a long time been considered as two mutually exclusive approaches to information access. Adaptive systems tailor information to the user and may guide the user in the information space to present the most relevant material, taking into account a model of the user's goals, interests and preferences. Hypermedia systems, on the other hand, are `user neutral': they provide the user with the tools and the freedom to explore an information space by browsing through a complex network of information nodes. Adaptive hypertext and hypermedia systems attempt to bridge the gap between these two approaches. Adaptation of hypermedia systems to each individual user is increasingly needed. With the growing size, complexity and heterogeneity of current hypermedia systems, such as the World Wide Web, it becomes virtually impossible to impose guidelines on authors concerning the overall organization of hypermedia information. The networks therefore become so complex and unstructured that the existing navigational tools are no longer powerful enough to provide orientation on where to search for the needed information. It is also not possible to identify appropriate pre-defined paths or subnets for users with certain goals and knowledge backgrounds since the user community of hypermedia systems is usually quite inhomogeneous. This is particularly true for Web-based applications which are expected to be used by a much greater variety of users than any earlier standalone application. A possible remedy for the negative effects of the traditional `one-size-fits-all' approach in the development of hypermedia systems is to equip them with the ability to adapt to the needs of their individual users. A possible way of achieving adaptivity is by modeling the users and tailoring the system's interactions to their goals, tasks and interests. In this sense, the notion of adaptive hypertext/hypermedia comes naturally to denote a hypertext or hypermedia system which reflects some features of the user and/or characteristics of his system usage in a user model, and utilizes this model in order to adapt various behavioral aspects of the system to the user. This book is the first comprehensive publication on adaptive hypertext and hypermedia. It is oriented towards researchers and practitioners in the fields of hypertext and hypermedia, information systems, andpersonalized systems. It is also an important resource for the numerous developers of Web-based applications. The design decisions, adaptation methods, and experience presented in this book are a unique source of ideas and techniques for developing more usable and more intelligent Web-based systems suitable for a great variety of users. The practitioners will find it important that many of the adaptation techniques presented in this book have proved to be efficient and are ready to be used in various applications.
series other
email
last changed 2003/04/23 15:14

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