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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References

Hits 1 to 20 of 715

_id 57b1
authors Glanville, Ranulph
year 2001
title Not Aping the Past: Mirror Men
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 29-42 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary To collaborate is to work together. To work, in my thinking, together presumes participation. When I talk of collaboration, I talk with the notion of participation in mind. I shall often write of participation as an alternative term to collaboration, in this paper. I am interested in anything that may enhance our creativity (as designers). There are those whose interest in collaboration is different, and equally justifiable. The main part of the title is from a quote by the composer Harrison Birtwistle, who said: ìTradition is not aping the past but making the future.î The intention in what I write is to suggest ways in which Information and Communication Technology can be used, not to ape the past, but to make the future, especially by enhancing our potential to act creatively. I do this by introducing facets of ideas in fragments, so they can interact with each other, rather than forming the great, separate arches of traditional arguments, one after the other. For me, collaboration is more than co-operation or co-ordination. It must involve novelty, the creation of something beyond the expected and more than an improvement a quantum step.
series other
last changed 2001/09/14 21:30

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 6430
authors Jabi, Wassim (Ed.)
year 2001
title ACADIA 2001 [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.2001
source 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, 415 p.
summary The theme, which preceded my knowledge of ACADIA’s true age, resulted from a realization regarding the development and current state of CAD in Research, Education, and Practice. While I only got involved with ACADIA in the last half of its current life to date, I had the honor of studying with some of the early pioneers of CAD: 1) Harold Borkin, a founding member of ACADIA, 2) Jim Turner, a longtime ACADIAn, and a past ACADIA Conference organizer (actually the very first conference I attended), and 3) Ted Hall, another longtime ACADIAn. What I have learned from conversations with them and later witnessed for myself is a fundamental shift of focus in CAD from building tools to using tools. That is, while early CAD students, including myself, used to learn how to create software and tools to solve a particular problem, the current focus in the majority of schools that include a CAD component in their curriculum is on teaching the use of commercial software and/or the use of digital media in the design studio. One need only take a look at old list of courses that used to be offered in the CAD area and compare it with a new list to see this shift. Yet, one form of tool building that is continuing in a significant number of schools is the creation of scripts or small software modules (usually built using a visual editor) to create interactive systems for delivery over the web or on CD-ROM. Examples include the use of Macromedia Director or Flash for creating interactive digital titles. While this current state of affairs has increased the receptivity to digital tools and media, it does obscure an important fact. For knowledge to advance in this area, we need researchers who can not only use tools, but also invent new ones to solve new problems that are not addressed by the existing crop of commercial software. The more time we spend not educating our students in the art and science of building digital tools, the harder it will be to: 1) find teachers in the future with those skills, 2) advance and influence the development of the state-of-the-art in CAD, and 3) erase the use of CAD as a euphemism for slick computer-generated imagery. While not common, the tradition of tool building is still going on most notably in architecture schools with strong financial resources and those that offer doctoral level education. Commercial, governmental and business/education entities are also continuing the research tradition of tool building. ACADIA, as a reflection of the field it focuses on, has widened its scope to solicit papers that deal with CAD education and the use of CAD in practice. Thus, you will read in this book papers that focus on all three aspects: research, education, and practice and in some cases the intersection of two or more of those areas. Thankfully, ACADIA, while concerned with CAD in education has maintained its receptivity to basic research papers as well as a willingness to publish innovative papers in the area of practice. As chair of the technical committee, I made sure that the call for papers and the final selection reflects this desire. We should continue to emphasize the need for presenting this diversity of work in our annual conferences and I am optimistic that the ACADIA community is in support of this notion.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2001.230
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
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 b36d
authors Lewis, Martin Lewis and Wojtowicz, Jerzy
year 2001
title Design in the New Media - Digital Design Pedagogy at the SoA, University of British Columbia
doi https://doi.org/10.52842/conf.ecaade.2001.256
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 256-261
summary The idea of the Bauhaus education was born out of the conviction that designs for mass production and modern architecture needed a new fundamental design strategy. Today, seventy-five years later, the modern, basic design pedagogy needs to be revisited, as the impact of the Information Technology Revolution on design practice and education is now extensive. The illustrations and reflections on a modern curriculum for fundamental design and communication presented in this paper are derived from the authors’ introduction of the new media to design studios at UBC and from design practice. In the case of the nascent student of architecture, a different, rudimentary approach is required: one calling for the combining of the modern, basic design agenda with the introduction of the new media. The fundamental digital design pedagogy is young and not fully established. This is a considerable problem, since the practice and learning of architecture today is increasingly aided by and dependent upon digital media. Parallel to the traditional methods, the contemporary student of design is now obliged to engage new and dynamic conditions at the formative stage of his or her education. In the recent past, the computer was considered as just another device, requiring the development of mechanical techniques or skills. While those skills still have to be mastered, more recently in design education and practice, IT has become accepted as MEDIA - not just as a drafting or modeling tool. This process is perhaps due to the rapid dissemination of computing literacy and to the progressive accessibility and ease of use of IT. At UBC, Techniques and the Foundation Studio are introductory courses intended to make students engage the new media in parallel with, and complimentary to, established conventions in design.
keywords Imagining, Communicating
series eCAADe
email
last changed 2022/06/07 07:52

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

_id c0f5
authors Russell, Peter
year 2001
title Creating Place in the Virtual Design Studio
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 231-242
summary The current wave of attempts to create virtual design studios has demonstrated a wide range of didactical as well as computational models. Through work performed over the past year, an evolution of many of these concepts has been created which fosters a sense of place. This aspect of place has to do with identity and community rather than with form and space. Initial virtual design studio projects were often merely a digital pin-up board, which enabled distributed and asynchronous criticism and review. However, the web sites were more analogous to a directory than to the studio setting of an upper level design problem. The establishment of a truly distributed design studio in the past year, which involved design teams spread over three universities (not parallel to one another) led to the need for an independent place to share and discuss the student's work. Previous virtual design studios have also established web sites with communication facilities, but one was always alone with the information. In order to enhance this virtual design studio and to give it a sense of place, a studio platform that serves as a console for participants was developed. The console is a front end to a dynamic database which mediates information about the participants, their work, timetables and changes to the dynamic community. Through a logon mechanism, the presence of members is traceable and displayed. When a member logs onto the console, other members currently online are displayed to the participant. An online embedded talk function allows informal impromptu discussions to occur at a mouseclick, thus imitating ways similar to the traditional design studio setting. Personal profiles and consultation scheduling constitute the core services available. Use of the platform has proven to be well above expected levels. The students often used the platform as a meeting place to see what was going on and to co-ordinate further discussions using other forums (videoconferences, irc chats or simple telephone conversations. Surveys taken at the end of the semester show a strong affinity for the platform concept in conjunction with a general frustration in pursuing collaboration with low bandwidth communication channels.
keywords Virtual Environments, Virtual Design Studio, Internet Utilisation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 9ea4
authors Serrato-Combe, Antonio
year 2001
title From Aztec Pictograms to Digital Media - The Case of the Aztec Temple Square
doi https://doi.org/10.52842/conf.acadia.2001.034
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. 034-043
summary Virtual archaeology or re-creating ancient worlds digitally is not a new item. While the virtual reconstructions of Cahokia on the Mississippi or the Royal Cemetery at Ur in Iraq have provided us with glimpses of how those ancient sites might have looked, the ‘quality’ of the digital end product has been lacking. This is because virtual archaeology is in its infant stages. This paper makes the point that in order to truly develop the bases of a new cognitive science, virtual archaeology has to incorporate a willingness to achieve higher digital modeling and rendering qualities. In other words, our ability to explore, to interpret and to appropriately use digital tools needs to aspire to greater and more penetrating abilities to reconstruct the past. This paper presents the case of the digital reconstruction of the Aztec Temple Square. This is a unique project because, unlike other sites in antiquity where there is a substantial amount of archaeological evidence, the Aztec site contains little or almost no evidence. Most of what we know of the case comes from Indian manuscripts and Spanish chronicles.
keywords Virtual Archaeology, Reconstruction, History
series ACADIA
email
last changed 2022/06/07 07:57

_id ecaade2015_211
id ecaade2015_211
authors Stellingwerff, Martijn
year 2015
title The MOOC-ability of Design Education
doi https://doi.org/10.52842/conf.ecaade.2015.2.057
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 57-60
summary In the past three years, Massive Open Online Courses (MOOCs) have become an important new way for universities to reach out to possible matriculates, life long learners and alumni. Although MOOCs already cover a vast amount of subjects and curricula, it is remarkable to ascertain the lack of Architectural Design courses on the main platforms like edX and Coursera. Online courses do cover design aspects, e.g. about styles and building materials, but 'design as activity' is an exceptional subject in the portfolio of available MOOCs. In contrast, the CAAD community was one of the first to develop Virtual Design Studio's (VDS) and experimental predecessors of MOOC platforms, such as the AVOCAAD course database system (Af Klercker et al. 2001). Yet, the query 'MOOC' still does not ring a bell in the CUMINCAD publication database (per May 2015). In this paper I will explore a palette of design education settings, in order to find a fit to what a MOOC platform can offer. I will compare the 'MOOC-ability' of Design Education to chances in Virtual Design Studio's and developments in ubiquitous mobile platforms.
wos WOS:000372316000008
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=fe4b575c-6e8e-11e5-a43c-c7a045e8393b
last changed 2022/06/07 07:56

_id 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 8c2d
authors Alvarado, Rodrigo García
year 2001
title PROJECTED SPACE: CHARACTERIZING THE “CYBRID 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. 285-287
summary The “cybrid architecture” has been defined like integration of physical and digital spaces. Based on the capability of electronic media to generate virtual environments (cyberspaces) which could be related to buildings. However, theoretical studies and contemporary works reveal a more complex relationship between media and constructions. Expressed in architectural characteristics that constitutes a new spatial quality, named here projected space. Hence the paper argues that “cybrid architecture” is not technological, but is a modification of conventional architectural space due to cultural evolution.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f95f
authors Angulo, A.H., Davidson, R.J. and Vásquez de Velasco, G.P.
year 2001
title Digital Visualization in the Teaching of Cognitive Visualization
doi https://doi.org/10.52842/conf.acadia.2001.292
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. 292-301
summary Professional design offices claim that our graduates have difficulties with their free-hand perspective drawing skills. This fact, which has become obvious over the last 5 years, is parallel to a clear tendency towards the use of 3-dimensional digital imagery in the projects of our students. Frequently, faculty tends to blame the computer for the shortcomings of our students in the use of traditional media, yet there is no clear evidence on the source of the blame. At a more fundamental level, the visualization skills of our students are questioned. This paper will explain how faculty teaching design communication techniques, with traditional and digital media, are working together in the development of a teaching methodology that makes use of computers in support of our student’s training on cognitive visualization skills, namely; “The Third-Eye Method”. The paper describes the Third-Eye Method as an alternative to traditional methods. As evidence of the benefits offered by the Third-Eye Method, the paper presents the results of testing it against traditional methods among freshman students. At the end, the paper draws as conclusion that computers are not the main source of the problem but a potential solution.
keywords Pedagogy, Visualization, Media
series ACADIA
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 f227
authors Argumedo, C., Guerri, C., Rainero, C., Carmena, S., Del Rio, A. and Lomónaco, H.
year 2001
title GESTIÓN DIGITAL URBANA ROSARIO (Digital Management of Urban Rosario)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 307-310
summary This project is aimed at developing an instrument to reach the city-net multidimensionality (flux /real-space) of Rosario city in Argentina. Both, an integral view and the view of the different information layers of the urban net are required. We decided the used of computers to determine a digital dynamic model. The tool proposed has to be useful not only in search and urban survey but also as a design instrument, to pre-view the urban interventions. Simultaneously this tool is needed to evaluate the urban project’s impact in the city through the passing time as well as to communicate future projects to government and to community all.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 66f8
authors Asanowicz, Alexander
year 2001
title Information at Early Design Stages
doi https://doi.org/10.52842/conf.ecaade.2001.105
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 105-110
summary This paper concentrates on information at the early stages of the design process. However those do not concern all the information regarding the task available to the designer or the already existing solutions, but the information generated by the designer during the process of problem solving. The creative nature of architectural design and the lack of complete information during the process determine the role and the place of the information system in the design. It is necessary that the information system correspond to the raw form of expression of the designer as it appears at the early design stages. In the traditional creative activity, an image of the architectural form is developed through graphic expression such as sketches, words and sentences. Changing the design environment from analog to digital does not solve the design problems at all. IT creates new possibilities for generating design information thanks to new tools as well as new software. The multiplicity of methods only makes the problem of the amount and accessibility of information more complicated.
keywords Early Design Stages, Hybrid Design Environment
series eCAADe
email
last changed 2022/06/07 07:54

_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 5d0f
authors Balmaceda, María Isabel and Deiana, María Elena
year 2001
title DIDÁCTICA MULTIMEDIAL PARA LA FORMACION EN LA PREVENCIÓN SÍSMICA (Multimedia Didactics for training in Seismic Prevention)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 107-109
summary Today the multimedia technology offers us an undeveloped world of resources. But these resources are not didactic themselves; they depend on the way they are used. The management of new variables, such as interactivity, redundancy, will allow to reach a superior level in relation to that of the attraction/fascination, characteristic of the digital means. Under this conceptual base, an investigation project is developed with the objective of constructing a didactic multimedia, strongly determined by the characteristics of the topic SEISMIC PREVENTION, and guided specifically to the construction of preventive BEHAVIORS, before, during and after the occurrence of an earthquake.
series SIGRADI
email
last changed 2016/03/10 09:47

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