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 287

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 071a
authors Myers, B., Hudson, S.E. and Pausch, R.
year 2001
title Past, Present, and Future of User Interface Software Tools
source Carroll, J. (eds), Human-Computer Interaction in the New Millennium, Addison Wesley, ACM Press, New York, pp. 213–233
summary A user interface software tool helps developers design and implement the user interface. Research on past tools has had enormous impact on today's developers-virtually all applications today were built using some form of user interface tool. In this paper, we consider cases of both success and failure in past user interface tools. From these cases we extract a set of themes which can serve as lessons for future work. Using these themes, past tools can be characterized by what aspects of the user interface they addressed, their threshold and ceiling, what path of least resistance they offer, how predictable they are to use, and whether they addressed a target that became irrelevant. We believe the lessons of these past themes are particularly important now, because increasingly rapid technological changes are likely to significantly change user interfaces. We are at the dawn of an era where user interfaces are about to break out of the "desktop" box where they have been stuck for the past 15 years. The next millenium will open with an increasing diversity of user interfaces on an increasing diversity of computerized devices. These devices include hand-held personal digital assistants (PDAs), cell phones, pagers, computerized pens, computerized notepads, and various kinds of desk, and wall-size computers, as well as devices in everyday objects (such as mounted on refrigerators, or even embedded in truck tires). The increased connectivity of computers, initially evidenced by the World-Wide Web, but spreading also with technologies such as personal-area networks, will also have a profound effect on the user interface to computers. Another important force will be recognitionbased user interfaces, especially speech, and camera-based vision systems. Other changes we see are an increasing need for 3D and end-user customization, programming, and scripting. All of these changes will require significant support from the underlying user interface software tools.
series other
last changed 2003/04/23 15:50

_id 30fc
authors Alfredo, Andia
year 2001
title Talleres por Internet: Evaluacion de La Experiencia colaborativa del "Internet Studios Constortium" [Online Studios: Evaluation of Collaborative Experience "Internet Studios Consortium"]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 110-115
summary This paper explores the pedagogical use of Internet in design-studio teaching in architectural education. The findings are based on a three-year experience working in semester long projects in which large numbers of participants (from 35 to 300 students) from Miami, Santiago, Valparaiso, Buenos Aires, Rosario, Maracaibo, Caracas and Guayaquil collaborated using the Internet in various format. The majority of the collaboration has been accomplished by using low-bandwidth Internet communication such as Web publishing, Chat, Web3D, RealPlayer, IP videoconferencing, CAD software, and other technologies such as ISDN broadcasting. New grants, obtained from Global Crossing, Cisco, and Lucent Technologies, from the Ampath project at FIU, Miami, is supporting a new series of experimentation with high-bandwidth technologies on the Internet2 Abilene Network.
series other
email
last changed 2003/11/21 15:15

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

_id b405
authors Chiu, M.-L., Lin, Y.-M., Lee, C.-H. and Tsai, P.-H.
year 2001
title Teaching rapid prototyping in cad studios for creative design
doi https://doi.org/10.52842/conf.caadria.2001.307
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. 307-310
summary This paper is intended to study the characteristics of digital tools and applying the rapid prototyping (RP) technology to the architectural design studio. The examples and experience of using RP are presented.
series CAADRIA
email
last changed 2022/06/07 07:55

_id d1a6
authors Corona Martínez, A., Vigo, L. and Folchi, A.
year 2001
title SEMINARIO/TALLER DE INVESTIGACION PROYECTUAL ESTRUCTURA DE TALLER ACTIVO PARA LA ENSEÑANZA E INVESTIGACIÓN PROYECTUAL ARQUITECTÓNICA ASISTIDO POR TÉCNOLOGÍAS DIGITALES (Research Seminar/Workshop on the Structure of Active Design Studios for Training and Research on Computer Aided 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. 227-228
summary In a previous paper (SiGradi 2000) we presented a design approach based upon the architectural research that regarded digital technologies as a subordinated tool to architectural design. From that starting point and from various research experiences, we have re-oriented certain guidelines and latter developed specific techniques that can be used both for teaching and for the professional practice of architecture. Through the use of paradigmatic and hermeneutic techniques developed ad hoc, architectural projects are developed in a three-stage sequence: a) development of a narrative framework; b) analysis based on object oriented programming thechniques; and c) digital development of the preliminary design. We believe that the positive aspects of the inclusion of these idea-centered techniques to the digital realm unifies and extends the architectural knowledge and strengthens its conception.
series SIGRADI
email
last changed 2016/03/10 09:49

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

_id 5de9
authors Gavin, Lesley
year 2001
title Online Learning in Multi-User Environments
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 59-64 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Over the last 2 years the MSc Virtual Environments course in the Bartlett School of Graduate Studies has used a 3-dimensional on-line multi-user environment to explore the possibilities for the architectural design of virtual environments. The 'Bartlett' virtual world is established as the environment where students undertake group design projects. After an initial computer based face-to-face workshop, students work from terminals at home and around the university. Using avatar representations of themselves, tutors and students meet in the on-line environment. The environment is used for student group discussions and demonstrations, tutorials and as the virtual 'site' for their design projects. The 'Bartlett' world is currently open to every internet user and so often has 'visitors'. These visitors often engage in discussions with the students resulting in interesting dynamics in the teaching pattern. This project has been very successful and is particularly popular with the students. Observations made over the 2 years the project has been running have resulted in interesting reflections on both the role of architectural design in virtual environments and the use of such environments to extend the pedagogical structure used in traditional studio teaching. This paper will review the educational experience gained by the project and propose the ideal software environment for further development. We are now examining similar types of environments currently on the market with a view to adapting them for use as a distance learning medium.
series other
email
last changed 2001/09/14 21:30

_id 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 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 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id 43a3
authors Madrazo, Leandro and Weder, Andreas
year 2001
title Aalto on the Internet: architectural analysis and concept representation with computer media
source Automation in Construction 10 (5) (2001) pp. 561-575
summary This paper describes a teaching project, carried out in the postgraduate program of the ETH in Zurich, whose goal was to apply multimedia, Internet-based technology to a study of the work of the Finnish architect Alvar Aalto. The goal of the course was twofold: to learn about the architecture of Aalto while teaching students to design a web site, using dynamic pages and databases. The outcome of the course was a web site in which the work of Aalto is represented in three distinctive contexts: descriptive, analytical and associative. The rich network of connections within and between the different contexts allows the visitor of the site to gain new insights on the work of Aalto in a truly interactive way.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 561c
authors Martínez, A.C., Vigo, L., Aljadeff, C., Brigante, A., Asín, R., Buaca, C. and Rubbo, S.
year 2001
title INCORPORACIÓN DE MEDIOS DIGITALES A LA ENSEÑANZA DE UN TALLER DE PROYECTO TRADICIONAL (Incorporation of Digital Media in the Teaching of a Traditional Design Studio)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 176-178
summary This is a research project in progress sponsored by the Universidad de Belgrano; it is to be completed by the end of 2001. The work comprises the observation of design processes done by students using manual and digital means following the same phases (study of the context and program, parti alternatives, fixation of a general scheme, formal and material development). Each of these phases is tackled by students according to their preferences, availability of equipment and degree of training in the use of digital media. An evident drawback for students is that the possiblities of testing design alternatives are reduced because of low expertise in representation. It is our intention to develop know-how about the use of this mixture of media in the most appropriate way for a design assignment, like the one we have for the use of graphic representations, study models, etc. We should be able to describe in detail the relations between traditional and digital representation considering both as means for reaching a more complete knowledge of the object we are designing. Thus we can evaluate the possibilities of articulation between both systems and the best way to exploit these relations for didactical ends.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 7655
authors Okeil, Ahmad and El Araby, Mostafa
year 2003
title Realism vs. Reality in Digital Reconstruction of Cities
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The digital reconstruction of existing cities using virtual reality techniques is being increasingly used. For consultants, municipalities and planning departments these models provide decision support through visual simulations (El Araby, 2001). For academia they provide a new tool for teaching students urban design and planning (Okeil, 2001). For authorities they provide a tool for promoting the city on the world wide web trying to attract more businesses and tourists to it. The built environment is very rich in detail. It does not only consist of open spaces surrounded by abstract buildings but it also includes many smaller objects such as street furniture, traffic signs, street lights, different types of vegetation and shop signs for example. All surfaces in the built environment have unique properties describing color, texture and opacity. The built environmentis dynamic and our perception is affected by factors such as pedestrian movement, traffic, environmental factors such as wind, noise and shadows. The built environment is also shaped by the accumulation of changes caused by many influences through time. All these factors make the reconstruction of the built environment a very complex task. This paper tries to answer the question: how realistic the reconstructed models of urban areas can be. It sees “Realism“ as a variable floating between three types of realties. The reality of the physical environment which we are trying to represent. The reality of the digital environment which will host the digitally reconstructed city. And the reality of the working environment which deals with the problem of limitation of resources needed to digitally reconstruct the city. A case study of building a 3D computer model of an urban area in the United Arab Emirates demonstrates that new time-saving techniques for data acquisition can enhance realism by meetingbudget limitations and time limitations.
keywords Virtual Reality; Photo Realism; Texture Maps; 3D Modeling; Urban Design
series other
email
last changed 2003/03/11 20:39

_id 2ab7
authors Ozcan, Oguzhan
year 2001
title Integration of Architectural Education in Teaching Interactive Media Design - A Course for Space Composition
doi https://doi.org/10.52842/conf.ecaade.2001.245
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 245-248
summary In accordance with our design knowledge, the users’ expectations and the level of the technology reached, show us that interactive media design is not only an interactive environment which depends on two dimensional typographic composition any more. Spatial data has an important role in the formation of interactive media design (TUFTE 1995 p.38). From this point of view, the main factors of this issue are: (1) design of the storyboards, especially for gamedesign, that are made up of spatial perception, (2) the spatial organisations in which info-kiosks take place in public environment, (3) the relation between the screen and the organisation of space in interactive exhibition design. // When we consider the matter above, we understand that throughout the process of the curriculum of interactive media design for undergraduate education, only the traditional communication design and programming education is not sufficient enough, but architectural education must also take a part of this education in some degree. In this paper, as the theme of the considerations above, it is examined what kind of basic problems is to be faced in the integration of architectural education to that of the interactive media design and also the solution propositions formed for these problems.
keywords Interactive Media, Architecture, Education, Design
series eCAADe
email
last changed 2022/06/07 08:00

_id ecb8
authors Pietsch, S., Radford, A. and Woodbury, R.
year 2001
title Making and Using a City Model - Adelaide, Australia
doi https://doi.org/10.52842/conf.ecaade.2001.442
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 442-447
summary The building of a city model of Adelaide, Australia, has been as much determined by stakeholder enthusiasm and administrative context as technical questions. The present state of the model is comprehensive in area but exists with parts at very different levels of detail, determined by the various motivations behind their creation. The paper describes some examples of the use of sections of the model as a basis for student design projects, as a basis for City planning department-initiated explorations of development proposals, as a basis for the negotiation of acceptable development proposal strategies between City planners and the public, and as a means of presenting the implications of development proposals to City councillors who are members of the Planning Committee.
keywords City Model, Development Control, Planning, Teaching
series eCAADe
email
last changed 2022/06/07 08:00

_id 4c45
authors QaQish, Ra'Ed K.
year 2001
title Exploiting Tools of Evaluation to Improve CAAD Teaching Methods. A Case Study of Inter & Intra ECTM Model
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 215-230
summary This paper reports on an ongoing research study model into the Evaluation of CAAD Teaching Methods (ECTM) of which a number of resolutions and strategies were attained via an empirical investigation. The first stage of the study findings proposed a framework for the evaluation of architecture courses in tandem with CAAD. The second stage was based on the Inter & Intra ECTM design model as a strategy for acquiring solutions to CAAD problems through the exploitation of CAAD evaluation tools. The ECTM model structure criteria: the Model Concepts, the Operational Context, Dialectic Meanings, Relational Context, Performing Methods and Level of Integration were illuminated. ECTM model has a twofold involvement junctures, which describe CAAD evaluation behaviour. The first involves the evaluator in an interdepartmental comparison of CAAD integration into the curriculum, and/or between schools of architecture. The second engages the evaluator in an intradepartmental study of CAAD integration, and within the institution. The study projected an attempt to validate the Inter & Intra ECTM design model in concert with evaluation. The paper presents an extended description of the objectives, procedures and testing designed for the two abovementioned junctures composing the proposed ECTM case studies. Sequences of methods of data collection employed as a vehicle for the ECTM were Kirkpatrick model, questionnaire survey, observation (using an ECTM checklist) and experimental studies. The paper also explores variables and indicators used, and advances to shed some light on the methods of statistical analysis employment. ECTM model as a tool to attain CAAD effectiveness might redefine the role of collaborators/ team partnerships in CAAD tuition; and induce the level of technology selection and adaptation amongst schools, e.g. tutors and coursework interconnectivity. The ECTM model may also work as a framework of strategies to augment interactivity and positive learning amongst both staff and students.
keywords Evaluation, Teaching Methods, Interactivity, Effectiveness
series CAAD Futures
email
last changed 2006/11/07 07:22

_id c51a
authors Stelzer, Alfredo Andía
year 2001
title TALLERES POR INTERNET: EVALUACION DE LA EXPERIENCIA COLABORATIVA DEL "INTERNET STUDIOS CONSORTIUM" (Studios Via Internet: Evaluation of the Collaborative Experience of "Internet Studios Consortium")
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 110-112
summary This paper explores the pedagogical use of Internet in design-studio teaching in architectural education. The findings are based on a three-year experience working in semester long projects in which large numbers of participants (from 35 to 300 students) from Miami, Santiago, Valparaiso, Buenos Aires, Rosario, Maracaibo, Caracas and Guayaquil collaborated using the Internet in various format. The majority of the collaboration has been accomplished by using low-bandwidth Internet communication such as Web publishing, Chat, Web3D, RealPlayer, IP videoconferencing, CAD software, and other technologies such as ISDN broadcasting. New grants, obtained from Global Crossing, Cisco, and Lucent Technologies, from the Ampath project at FIU, Miami, is supporting a new series of experimentation with high-bandwidth technologies on the Internet2 Abilene Network.
series SIGRADI
email
last changed 2016/03/10 10:01

_id f7d8
authors Terzidis, Kostas
year 2001
title Teaching Sensor and Internet Technologies for Responsive Building Designs
doi https://doi.org/10.52842/conf.acadia.2001.356
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. 356-362
summary This paper describes a research framework for the use of sensor and Internet technologies in design, monitoring, and control of building systems. Specifically, a course for architecture students that makes use of this research was designed and taught. A prototype system was implemented using sensors and micro servers that collect and forward the data to centralized web-accessible database tables. Students proposed and implemented various projects for responsive building designs by extending or modifying the prototype system.
keywords Sensors, Smart Homes, Remote Control
series ACADIA
email
last changed 2022/06/07 07:58

_id a4d7
authors Woodbury, R.F., Shannon, S.J. and Sterk, T.D.
year 2001
title What works in a design game? Supported by student reactions to being made to play
doi https://doi.org/10.52842/conf.caadria.2001.411
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. 411-420
summary For several years we have been using the metaphor of play to conceive and deliver our design teaching. We report here results of a qualitative evaluation study on the effectiveness of our approach. We used both a participant observer methodology and a formal survey to gather and interpret data from the classroom. The results show tentative support for a positive role for play in early design education and several insights into how to build play into the design classroom.
series CAADRIA
email
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