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 714

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

_id 7054
authors Gibson, Ian and Kvan, Thomas
year 2001
title The use of Rapid Prototyping for Architectural Concept Modelling
source Proc. 2nd Annual Conf. on Rapid Technologies, Rapid Product Development Association of South Africa, 14-15 November, 2001, pp. 27-35
summary This paper describes how Rapid Prototyping technology has been integrated into a conceptual design course in the Department of Architecture in The University of Hong Kong. Students have been using this technology for nearly 3 years now and the demand for models and the range and complexity of the models is ever increasing. A number of factors have been found to be of general interest; including the constraints of technology used; the use of colour; material and texture; and applications. Some observations on use of software are also included. As a result of this program; a large research project is now looking into the differences in the teaching of design and conceptual modelling to Architectural and Mechanical Engineering students.
keywords Rapid Prototyping; Architectural Design; Learning
series other
email
last changed 2002/11/15 18:29

_id ga0122
id ga0122
authors Miranda Carranza, Pablo
year 2001
title Self-design and Ontogenetic evolution
source International Conference on Generative Art
summary The context and long term goal of the project is to develop design environments in which the computer becomes an active and creative partner in the design process. To try to set-up a system that would enhance the design process by suggesting possibilities, has been preferredto an approach that emphasises optimisation and problem-solving.The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes.The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of thedevelopment of organisms, and Epigenesis, the mode Ontogenesis operates.Drawing on D’Arcy Thompson’s ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able toadapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. This may seem contradictory with what was mentioned above regarding problem solving. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creativeones. It is not answers the computer should provide, but questions about the problematic of the design. It is in this context of “problem-worrying” (as opposed to problem solving) that the work has been carried.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c55e
authors Miranda, Pablo
year 2001
title Self-design and Ontogenetic evolution
source 4th International Conference on Generative Art, Politecnico di Milano University, Milan, Italy
summary The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes. The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of the development of organisms, and Epigenesis, the mode Ontogenesis operates. Drawing on D'Arcy Thompson's ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able to adapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creative ones. It is not answers the computer should provide, but questions about the problematics of the design. It is in this context of 'problem-worrying' (as opposed to problem solving) that the work has been carried.
keywords Ontogenesis; Bone Accretion; Self-designed Structures; Problem-worrying
series other
email
last changed 2003/03/24 16:47

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

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

_id db60
authors Af Klercker, J., Achten, H. and Verbeke, J.
year 2001
title AVOCAAD - A First Step Towards Distance Learning?
doi https://doi.org/10.52842/conf.ecaade.2001.269
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 269-274
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 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
doi https://doi.org/10.52842/conf.caadria.2002.151
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
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 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 1543
authors Bailey, Rohan O.
year 2001
title A digital design coach for young designers
doi https://doi.org/10.52842/conf.caadria.2001.311
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. 311-314
summary It is the intention of this paper is to construct for the reader a suitable foundation on which to determine a digital design coach. It seeks to define this possibility by examining two ideas. The first is visual thinking, as used by designers in the process of design. The second idea, that of providing students with expert partners for the learning of design is supported by evidence from a variation on protocol analysis (developed by the author) and a related design studio conducted in New Zealand and Jamaica. Using these concepts in relation to recent advances in the development of digital tools the paper proposes what a digital coach may look like.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 5cf4
id 5cf4
authors Barrionuevo, Luis F.
year 2004
title LOS "SPIROSPACES"
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 179-187.
summary This paper deals with “Spirospaces”. These are a conversion to the third dimension of the two dimensional geometric entities called “Spirolaterals”.

Abelson, Harold, diSessa and Andera (1968) gave the first rules concerning Spirolaterals. To obtain a Spirolateral from a set of straight lines, the first of them must be one unit long and the following must be incremented one unit at each step, at the same time that they turn in a constant direction. Odds (1973) establish the variation of the rotation direction, either to the left or the right. However, he did not give a mathematical relation able to calculate open Spirolaterals. Krawczyk (2001) developed a computer program that generates Spirolaterals following the method suggested by Abelson. These are Spirolaterals obtained by enumeration without a predictive mathematical formula. Krawczyc went farther proposing Spirolaterals based in curved lines. He pointed out that there are a variety of spirolateral forms that have architectural potentiality. Following this, the architectural potentiality of Spirolaterals is the basis of this paper.

To take advantage of that potentiality a computer program was implemented to generate spatial configurations based in Spirolaterals. When a third dimension is given to the Spirolaterals they become Spirospaces. These new entities need spatial and design parameters to be useful for architectural purposes. Barrionuevo and Borsetti (2001) gave results about that work establishing the concept of Spirospaces.

The aim of this paper is to describe a work directed to improve rules and procedures concerning Spirospaces. It is expected that these procedures governed by the proposed rules can be employed as tools during the early steps in the architectural design process.

In this work some aspects concerning Spirospaces are considered. First, Spirolaterals are presented as the predecessors of Spirospaces. Second, Spirospaces are defined, together with their structural parameters. Architectural modeling is studied at the light of two special elements of the Spirospaces: Interstitial spaces and Object spaces. Next, a computer program is presented as the appropriate tool to model configurations having architectural potentiality. Finally, the results obtained running the computer program are analyzed to determine their possible use as architectural forms. Several graphic illustrations are presented showing steps going from the exploration of spatial alternatives to the selection of a specific configuration to be developed.

It is expected that the described computer program could be employed as a design aid tool. As the operation of the program generates a variety of spaces able to dwell architectural objects, it eases the search of configurations suitable to specific functions. The results obtained have the possibility of being exported to computer graphic applications able to add materials, lights and cameras.

keywords Spirolaterals, Spirospaces, architectural spaces, interstitial spaces, objectual spaces
series other
type normal paper
email
last changed 2005/04/07 15:34

_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 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

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

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7ffb
authors Ciftcioglu, Özer and Durmisevic, Sanja
year 2001
title Knowledge management by information mining
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 533-545
summary Novel information mining method dealing with soft computing is described. By this method, in the first step, receptive fields of design information are identified so that connections among various design aspects are structured. By means of this, complex relationships among various design aspects are modeled with a paradigm, which is non-parametric and generic. In the second step, the structured connections between various pairs of aspects are graded according to the relevancy to each other. This is accomplished by means of sensitivity analysis, which is a computational tool operating on the model established and based on a concept measuring the degree of dependencies between pairs of quantities. The degree of relationships among various design aspects so determined enables one to select the most important independent aspects in the context of design or decision-making process. The paper deals with the description of the method and presents an architectural case study where numerical and as well as non-numerical (linguistic) design information are treated together, demonstrating a ranked or elective information employment which can be of great value for possible design intervention during reconstruction.
keywords Knowledge Management, Information Mining, Sensitivity Analysis
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 403f
authors Clark, Steve and Maher, Mary Lou
year 2001
title The Role of Place in Designing a Learner Centred Virtual Learning Environment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 187-200
summary There are numerous approaches and tools for creating a virtual learning environment. The most common approach is to provide a repository of learning materials on a network to facilitate the distribution of the course content and to supplement this material with communications software such as email and bulletin boards. In this paper we highlight the role of place in creating a learning experience and its relevance to current learning theories. Architectural design becomes an important consideration when virtual learning environments are considered places. We present a framework for guiding the development of virtual learning environments that shows how place and design can combine with learning theories and technology. Finally, we draw on our experience in developing a virtual campus and virtual design studios to demonstrate how place and design can be the basis for virtual learning environments.
keywords Virtual Place, Virtual Learning Environments, Design Studio
series CAAD Futures
email
last changed 2006/11/07 07:23

_id 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 15:50

_id ecaade2014_153
id ecaade2014_153
authors David Morton
year 2014
title Augmented Reality in architectural studio learning:How Augmented Reality can be used as an exploratory tool in the design learning journey
doi https://doi.org/10.52842/conf.ecaade.2014.1.343
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 343-356
summary The boundaries of augmented reality in the academic field are now being explored at an ever increasing level. In this paper we present the initial findings of an educational project focusing on the use of augmented reality in the design process of an architectural student. The study seeks to evaluate the use of AR as a tool in the design stages, allowing effective exploration of spatial qualities of design projects undertaken in the studio. The learning process is guided by the exploration and detection of a design idea in both form and function, with the virtual environment providing a dynamic environment (Mantovani, 2001). This is further reflected in the constructivist theory where the learning processes use conceptual models, which are used to create incremental stages that become the platform to attain the next [Winn, 1993]. The additional benefit of augmented reality within the learning journey is the ability of the students to visually explore the architectural forms they are creating in greater depth.
wos WOS:000361384700034
keywords Augmented reality; pedagogy; learning journey; exploration
series eCAADe
email
last changed 2022/06/07 07:55

_id 912b
authors Flemming, Ulrich and Aygen, Zeyno
year 2001
title A hybrid representation of architectural precedents
source Automation in Construction 10 (6) (2001) pp. 687-699
summary We present a hybrid representation of architectural precedents that separates precedent instances from the concepts they embody, where the concepts are defined in terms of multiple classification taxonomies. The representation allows us to combine the classical view of concept acquisition with aspects of the probabilistic and exemplar views and to organize the database into the equivalents of "episodic" and "semantic" memory. A first application and test context is provided by the Software Environment to Support Early Building Design (SEED), where precedents are used as prototypes and cases. But the representation is flexible enough to support the use of precedents in other application contexts.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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