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 644

_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 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 8948
authors Bertola Duarte, Rovenir
year 2001
title AS APROXIMAÇÕES DO COMPUTADOR AO PROCESSO DE ENSINO/ APRENDIZADO DO PROJETO ARQUITETÔNICO (An Approach to Computing in the Teaching/Learning Proces in Architectural Project Design)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 207-209
summary This article seeks to disclose part of the results obtained with the development of the master dissertation. (DUARTE [2], 2000) The several approach forms between the computers and the process teaching/learning of architectural design were investigated in this work, standing out, close moment the edict of MEC that regulated the introduction of the computers in the architecture schools in Brazil. Ten Brazilian schools of architecture were researched, through questionnaires and visits, in which four approach forms were detected, that were understood more deeply with a study of cases, highlighting: methods, supports, components and the teaching process and the design process built by the student.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 048f
authors Cheng, Ron K.C.
year 2001
title Inside Rhinoceros
source OnWord Press
summary Master the ins and outs of building curved surfaces and organic shapes while sharpening your knowledge of the mathematics used in contemporary computer-aided engineering applications. Inside Rhinoceros provides readers with an all-inclusive introduction to 3D computer modeling using the newest release of Rhinoceros - Rhino™, Release 2 - with special emphasis on understanding NURBS surfaces and boundary-representation methods.
series other
last changed 2003/02/26 18:58

_id f97e
authors Commission of the European Communities
year 2001
title The e-learning action plan: designing tomorrow’s education
source Communication from the Commission to the Council and the EuropeanParliament, COM(2001) 172 final, 28 March 2001
summary The "eLearning: Designing tomorrow's education" initiative1 was adopted by the European Commission on 24 May 2000. Following up the conclusions of the Lisbon European Council, it set out the principles, objectives and lines of action of eLearning, defined as the use of new multimedia technologies and the Internet to improve the quality of learning by facilitating access to resources and services as well as remote exchanges and collaboration. The eLearning initiative was welcomed by the Ministers of Education and by the Feira European Council in June 2000. The eLearning initiative is part of the comprehensive eEurope Action Plan2, the aim of which is to allow Europe to exploit its strengths and overcome the barriers holding back the uptake of digital technologies. It also falls in with the Report on the concrete future objectives of education systems3 by adopting information and communication technology development as one of its objectives. The effectiveness of education systems depends entirely on the effectiveness of the approaches to teaching and learning. In order to be effective, the introduction of information and communication technologies will have to be accompanied by a far-reaching reorganisation of learning structures. The eLearning initiative is also of relevance for the candidate countries given the interest they have shown for the eEurope action plan.
series other
last changed 2003/04/23 15:50

_id dc3f
authors Fernández, Mónica Inés and Piegari, Ricardo Gustavo
year 2001
title LA GRÁFICA DIGITAL COMO ÁREA DISCIPLINAR DE LA ARQUITECTURA (Digital Graphics as a Discipline inj Architecture)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 216-217
summary Although we are already in the new millennium, some architects still doubt about the discipline introduction of the Digital Graph in architects development. For that reason, it is important to put forward some reflections in the sigradi, that collaborate to establish and spread the digital graph as a disciplinary area of teaching architecture. The Digital Graph included in the University of Architecture and postgraduation, collaborates from the biginning in the discipline development, as long as it trains and teaches the new way of architecture representation and prefiguration that arise from the introduction of new tools.
series SIGRADI
email
last changed 2016/03/10 09:51

_id d146
authors He, Jie
year 2001
title CAD Study in Visual Analysis of the Visual Sustainability for China Urban Natural Landscape Planning
source Chinese University of Hong Kong
summary In this thesis a GIS-based CAD system prototype of evaluating visual quality of urban natural landscape environment is presented. This prototype is an indispensable component of the integrative Visual Sustainability research, and offers a calculable and visualizable technique to urban visual natural landscape assessment. This scientific method provides precise data to estimate the visibility of natural landscape in urban construction actuality. Furthermore, it can also work out supporting information for maintaining and protecting valuable visual landscape resources in further planning. Introduction of this methodology intends to improve the natural landscape cooperation in China urban planning through visual protection. Combining with popular CAD software such as AutoCAD and Microstation, the research team uses ArcView GIS software and its 3D Analyst extension to accomplish a set of research procedure, which includes data modification, model making, viewshed and view sensibility analysis. In addition, this system can create simultaneous 3D scenes or hire other information media as reference tools for professional analysis, design consultation and intercommunication. The core technologies of this proposed system are viewshed calculation and overlay analysis. In viewshed analysis, human visual characteristics are simulated by a series of ergonomics parameters of viewpoints. Viewshed of each viewpoint can be calculated into vector data and mapped by polygons identifying which region is visible and which is not. Overlay function of the proposed system is used in visual sensibility analysis to achieve the division of higher visual sensible area which indicates the common visible area from different viewpoints. Additionally, viewshed maps and visual sensibility results can add more information to mark out the areas that can satisfy certain visual parameters such as appropriate visual angle or visual distance. These overlaying results can visualized the visible areas into hierarchical visual perception quality categories in order to define the visual landscape significance of particular planning regions. A case study was operated to evaluate this system. The case is in Zhongshan city, Guangdong Province of China. Jinzishan hill region is the study site that picked by collaborating discussion of research team and the local government. It is located on the edge of urban built-up area. Jinzishan massif is the prominent landscape element of the surrounding environment. There are three topics in Jinzishan visual perception in this paper. The first topic is the visual quality evaluation of the intersections of its surrounding road system. The second is the integrated visual perception of two main roads called Qiwandao and Bo’ailu. Finally is the analysis of the hill skyline visual quality in surrounding area. The analysis results in GIS vector data can be converted into popular data format and combined with other spatial information for practical application. And comments for future urban planning are collected and analyzed by professional responses to the computer-generated information investigation.
keywords Natural Landscaping; Computer-Aided Design; Landscape Architecture; City Planning; Geographic Information Systems
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 8b0b
authors Johnson, Scott and Goldman, Glenn
year 2001
title Binary Oppositions: Should an Introduction to Computing in Architecture Be Taught as Separate Course?
doi https://doi.org/10.52842/conf.acadia.2001.003
source ACADIA Quarterly, vol. 20, pp. 3-5
summary For quite some time, the traditional teaching approach by most architecture schools has been to separate design studios from other courses. New courses have occasionally added, to cover subjects not previously included in the curriculum. However, as technologies change and new, computer- based design tools are developed, it is worthwhile consider whether these new technologies should be introduced into the curriculum in the same way. Should courses be added to the curriculum, to supplement replace courses covering traditional tools and media? Or unnecessary or even inappropriate for the new technologies? This Binary Oppositions debate addresses this issue. question is, “Should an introduction to computing in architecture be taught as a separate course?” I argue to the affirmative. Glenn Goldman of NJIT argues to the negative. These arguments and our respective rebuttals are presented below.
series ACADIA
email
last changed 2022/06/07 07:52

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

_id 554e
authors Koutamanis, Alexander
year 2001
title 3 x 2 Approaches to Design Management
doi https://doi.org/10.52842/conf.ecaade.2001.220
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 220-225
summary Following the arguably successful introduction of building, project and real estate management to traditional architectural areas, design management is emerging as the new hot issue. One of the main arguments for it is the alleged low performance of the architect in the face of the technical complexity and operational intricacy that characterizes current design problems. In this respect, management is seen as the missing link in the architect’s methodical and operational framework. The paper suggests that this link derives more from the constraints of the domain and its subject matter rather than a management perspective. Design management refers to two main dimensions of architectural design, these of design method and of design subject. With respect to the first dimension we distinguish between three main categories: proscriptive, prescriptive and descriptive approaches. In the second dimension the distinction is between the coordination of the design process and that of the design product. The 3x2 matrix defined by these two dimensions stresses the significance of descriptive approaches for the informatization of the representation and communication of the design product. In this framework design information management emerges as an applied area of (computational) design theory that facilitates the amphidrome development of a design, i.e. not only from brief to postoccupancy but also from detail, case and precedent to design idea and solution, as well as the identification and management of critical moments, i.e. moments characterized by convergence of activities and hence extensive and intensive communication.
keywords Method, Management, Descriptive, Informatization
series eCAADe
email
last changed 2022/06/07 07:51

_id 8095
authors Mahrouq, Abdulrahman and Al-Haddad, Baha'uddin
year 2001
title Gaza City: Virtual space and the control of physical space
source CORP 2001, Vienna, pp. 397-402
summary The interaction between virtual space and physical space is increasingly gaining more importance and consideration [1]. Much of theinterest concentrates upon theorizing this interaction and investigating the different concepts behind it [2]. Another concern is toexplore aspects of the physical space through its virtuality especially in the field of architecture and urban design [3]. Yet with theevidence that the increasing pace of development in multimedia, information and communications technology is exerting vastchanges on the physical space, there is a disparate need for control over these very fast changes. Control of the physical space is themain subject of physical planning where it is crucial to develop new tools and procedures for better control of the urban change.Applications of data, information and communications technologies in urban planning and geographic information system (GIS)constitute one of the vital fields for the control and guidance of urban development.In Gaza Strip for example, unprecedented developments resulted after the declaration of the Palestinian- Israeli peace agreements in1994. Information and communications technologies and data sources were improved with the introduction of computers, moderntelephone and wireless communications and satellite imaging. The new developments began to impinge the existing British Mandatesystem and the physical planning process. The municipality of Gaza city took the lead and became the most important and activelocal planning institution to benefit from the new situation. Although the new developments are in their early stage, the positiveimpact on the planning process and the control over the built environment in the city are paramount.This paper aims at exploring the new developments of spatial technologies in the municipality of Gaza and their impact on theplanning conduct and the built environment in the city.
series other
more www.corp.at
last changed 2002/09/04 13:19

_id 728a
authors Mantere, Markku
year 2001
title Visualization of Flow Data in Photo-realistic Virtual Environment
source Helsinki University of Technology, Espoo, Finland
summary Virtual reality technology has been adopted in many different fields and new application areas are searched continuously. At the moment virtual reality has been applied separately for instance to scientific visualization and illustration of architectural spaces. In this work, a photo-realistic room model and a visualization of an air flow inside the room has been combined. The integrated illustrative three-dimensional model is presented within an immersive virtual environment. The first part of the work covers scientific visualization and virtual reality implementation techniques. The visualization review begins with a discussion about human percepion of visual information and proceeds with an introduction to three-dimensional visualization. The focus is on illustration of a flow data produced as a result of a computational simulation. The flow visualization techniques utilizing all three dimensions are discussed and many examples of different graphical elements are presented. Virtual reality is examined from technical solutions point of view. The features having effect on the quality of a virtual experience are discussed and three different commonly used display techniques are introduced. The hardware of Experimental Virtual Environment -facility at Helsinki University of Technology is given as a detailed example. The implementation of a visualization software is described in the applied part of this thesis. Discussion covers the evaluation of different software tools, the tool selection process, and a detailed description of the design principles and implementation of the software. The different visualization solutions are also justified in this part. In the implementation, the real-time system requirements and utilization of all three dimensions have been taken into account. Finally, the results and their meaning are discussed and the performance of the implementation is evaluated. The applied part successfully integrated the room model and the flow visualization in an interactive virtual environment.
keywords Virtual Environments, Virtual Reality, Flow Visualization, CFD, 3D, Computer Graphics
series thesis:MSc
last changed 2003/02/12 22:37

_id 2d5c
authors Montagu, A., Kós, J.R., Rodriguez Barros, D., Stipech, A. and Alvarado, R.G.
year 2001
title Digital Design Curriculum: Developments in Latin America – A Field Report
doi https://doi.org/10.52842/conf.ecaade.2001.202
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 202-206
summary The introduction of early computer graphics procedures in the Architectural and Design fields in Latin America has been a complex and hard task due to different motives that can be summarized as educational prejudices, political instability and financial problems. The paper aims to summarize the origin of the “system approach” view in the region based in experiences of some leading institutions nowadays. A chronological development of the present curricular systems in some Faculties of Architecture and Design will also be included. It must be considered that the great majority of public universities in Latin America are free of charge for the students.
keywords Pedagogic Evolution, Educational Systems, Latin America, Curricular Differences, Prospective
series eCAADe
email
last changed 2022/06/07 07:58

_id 8438
authors Nardelli, Eduardo Sampaio
year 2001
title UMA NOVA ESTRATÉGIA PARA OS CURSOS DE INTRODUÇÃO À INFORMÁTICA APLICADA NAS ESCOLAS DE ARQUITETURA (A New Estrategy for Courses of Introduction to Computing as Applied to Schools of Architecture)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 195-197
summary This work presents the methodology applied in nowadays in the introductory course of Computação Aplicada à Arquitetura of the Universidade Presbiteriana Mackenzie of São Paulo, Brazil. Reflecting about the old methodology and realizing the changes on the students profile during the last decade, the methodology used today has been structured considering that the most new students of universities already know how to apply informatics resources to do their daily tasks and specially to the students of architecture the informatics resources must be seen like a way to do their tasks and not like the aim of their knowledge.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ecaade2007_114
id ecaade2007_114
authors Olmos, Francisco
year 2007
title Training Programs for Art and Design Learning in the Virtual Studio
doi https://doi.org/10.52842/conf.ecaade.2007.639
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 639-646
summary Computers are very common drawing tools at university design studios but their potential as training tools in arts and design has not been explored in depth. In arts and design the learning process is based on ‘knowing in action’ (Schön 1983). Therefore, training is the keystone of the learning process in arts and design. This action takes the form of a reflective practice based on the manipulation of a media where each media has its own possibilities, its own limits in communicating design ideas or artistic concepts. With the introduction of digital media in the design studio, it is expected that reflective practices in design learning will experience a qualitative change. However, currently there is little understanding of how to use the digital and virtual media in a design studio as a learning tool (Szalapaj 2001), nor of the use of design training programs. In this paper the use of training programs in an experimental design course at a university level, is discussed. This experience was carried out as a PhD research experiment at the Faculty of Architecture and Arts of the Universidad de Los Andes in Merida, Venezuela. The training programs discussed here were designed for an eight week introductory design course in a virtual design studio. The programs were written in VRML and conceived as a virtual design training environment. Each program was designed for a specific design exercise, based on a learning strategy and an interactivity model proposed for object manipulation in design training. A comparative analysis of the data gathered from the course was made of training exercises done with a Cad program and with the training programs and crossing information with other sources. The experiment shows that the training programs, their learning strategy and the interactivity model proposed were successful in guiding the scope of the design exercises during the training process.
keywords E-learning, virtual studio, design training, virtual environment
series eCAADe
email
last changed 2022/06/07 08:00

_id 2da4
authors Paredes León, Luis N.
year 2001
title Arquitectura, Ingenieria, enseñanza y telecolaboracion [Architecture, Ingeneering, Ensenanza and Telecollaboration]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 126-135
summary Until the introduction of the chalk in the XIX century, the change but dramatic in the infrastructure of the teaching we are trafficking him at the moment with the technologies of the information. We suppose of the necessity of constitute working teams and to reorient the teaching like means to improve the communication among the professionals of: Architecture, Engineering and Construction. We use concepts of: constructivism, virtual classroom, multimedia classrooms , laboratories of virtual simulation, Internet, teamwork and collaborative, (as electronic and digital spaces of cooperation and collaboration) and to reflect an asynchronous/synchronous communication group with collaborative focuses in the teaching, education and training.
keywords Teaching In Architecture; Multimedia; Collaborative Training; Constructivism
series other
email
last changed 2003/02/14 08:29

_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 5bcd
authors Rügemer, Jörg
year 2001
title Computer Generated Architectural Design: 160 custom-made Architectural data flow from schematic design into Computer Aided Manufacturing
doi https://doi.org/10.52842/conf.ecaade.2001.288
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 288-292
summary The paper constitutes the introduction of a new approach into architectural design methods at the Institute for Architectural Design and CAD. It describes the experience with regard to the learning process and explains the design studio experiment ‘160 custom-made’. The design method has been developed from different actual building procedures. ‘160 custom-made’ provokes the contradiction between a modernistic architectural approach (industrialized parts and series manufacturing) and computer based design and manufacturing processes which promise the realization of almost every imaginable architectural shape at no extra cost. The students visited several Companies in Germany, Switzerland and Austria, who demonstrated state-of-the-art-technology-manufacturing methods on various materials. This Computer Aided Manufacturing (CAM) process then became the basis for discovering a new way to speculate about solutions to a design problem. The project was described into computer aided modeling starting early in the design. In the beginning participants were asked to design an object using terms, images and ideas, entirely detached from architectural thinking and without the knowledge of the actual architectural goal. ‘Maya’, a three-dimensional modeling software, was introduced at the same time, which allowed participants to translate the analog data of their models into a digital model description. In the last project phase this knowledge was used to visualize the models with the computer; a programmatic task was added to the design as the students proceeded with the further development stages of the project. The group searched for ways to translate the produced data structures and to drive the Computer Aided Manufacturing (CAM) process. The easy building of quick models with this technology proved to be more difficult than expected. ‘160 custom-made’ participants were confronted with an entirely new method of designing due to the unusual procedures needed to handle digital data information in order to receive the desired output.
keywords Computer Aided Manufacturing, Rapid Prototyping, Design Education, Digital Design Development, Data Structures
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2003_b3-1
id caadria2003_b3-1
authors Stipech, Alfredo and Morahan, Thomas
year 2003
title Digital Media Its Incorporation into the Education of Architects and Graphic Designers
doi https://doi.org/10.52842/conf.caadria.2003.397
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 397-410
summary Here we introduce a pedagogic experience in the Universidad Nacional del Litoral, Santa Fe, Argentina. It has begun about ten years ago, with the first intents of incorporating the computer into the design and teaching process , until current days with the setting of a Class for Introduction to Digital Media (IMD), as an obligatory subject in the first course of careers such as Architecture and Urbanism (AU) and Graphic Design of Visual Communication (DGCV). The introduction of "Computing Science" in this university resembled the process of other Universities (Pentill‰ Hannu, 2001), Today we can see that this was not adjusted to the necessities of these professions neither in the educational process nor in the professional production. In our case we will address particular experiences that enabled us to evolve in a pedagogic model towards the concept of Digital Media (DM) that we currently practice.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 22ec
authors Bechthold, Martin
year 2001
title Complex shapes in wood: Computer-aided design and manufacture of wood-sandwich roof shells
source Harvard University
summary Computer-Aided-Design, Engineering and Manufacturing (CAD/CAE/CAM) technology has changed the way consumer products, automobiles or airplanes are designed and made. The emerging applications for CAD/CAE/CAM technology in architecture, and the way this technology impacts how we design and construct the built environment, are yet unclear. This thesis investigates the relation between advanced digital design tools and the making of physical objects by focusing on an exemplary architectural element—wooden roof shells. The research objective is to expand the scope of architectural design through the application of CAD/CAE/CAM technology rather than to use this technology to streamline existing processes. The thesis develops a specific technical solution that allows the design and manufacture of new types of wooden roof shells. These are complexly shaped multifunctional construction elements that are manufactured off-site. Based on the close connection between digital design tools and the new Computer-Numerically-Controlled manufacturing process the author proposes a theoretical model of shared digital environments for collaborative design in architecture. The proposed manufacturing process treats wood as a modern composite material. Thin wood strips and foams combine into structural sandwich panels that can then be joined into a roof shell. The geometrically complex panels are generated by a combination of subtractive Computer-Numerically-Controlled machining processes and manual work. Infrastructure elements can be embedded into the sandwich build-up in order to enhance the functionality of the roof as a building envelope. Numerical tools are proposed that allow the determination of manufacturing-related parameters in the digital design environment. These inform the architectural and structural design in the early design phases. The digital collaborative design environment is based on a shared parametric solid model and an associated database. This collectively owned, feature-based design model is employed throughout the design and manufacturing process and constitutes the means of concurrent design coordination of all participants. The new manufacturing process for wood/foam sandwich shells is verified by designing and manufacturing prototypes. Design guidelines and a cost estimation are presented as the practical basis for architects and engineers to incorporate new types of roof shells into architectural projects.
keywords Architecture; Agriculture; Wood Technology; Design and Decorative Arts
series thesis:PhD
last changed 2003/02/12 22:37

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