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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_id 3815
authors Qaqish, Ra’ed
year 2001
title VDS/DDS Practice Hinges on Interventions and Simplicity - A Case Study of Hard Realism vs. Distorted Idealism
doi https://doi.org/10.52842/conf.ecaade.2001.249
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 249-255
summary This paper reports on a contemporary and laborious ongoing experimental work initiated during the establishment of a new Virtual/Digital design studio “VDS” in Sept. 1999 by CAAD tutors at University of Petra “UOP”. The new VDS/DDS now works as an experimental laboratory to explore several solutions to problems of efficiency in design teaching as a new digital design studio paradigm, in tandem with CAD/Design staff, DS environment, materials and facilities. Two groups of graduating level students participated as volunteers in this experiment. The first group was comprised of three fifth-year architectural design students while the second group was comprised of two fourth-year interior design students. The media currently in use are ArchiCAD 6.5 as a design tool along with CorelDraw 9 as a presentational tool, running on Pentium III computers. The series of experiments evaluated the impression on architectural design studio tuition requirements arising from the changes brought about by the implementation of the new CAD pedagogical approach (VDS/DDS) at UOP. The findings echo several important key issues in tandem with CAAD, such as: the changes brought about by the new design strategies, adaptation in problem solving decision-making techniques, studio employment in terms of environment, means and methods. Other issues are VDS/DDS integration schemes carried out by both students and staff as one team in design studio practice on one hand and the curriculum on the other. Finally, the paper discusses the negative impact of conventional design studio hardliner teaching advocates and students alike whose outlook and impressions undermine and deplete effective CAAD integration and obstruct, in many instances, the improvement of such experiments in a VDS environment.
keywords Design Studio Strategies, Problem Solving Decisions, Transformation And Integration Policies
series eCAADe
email
last changed 2022/06/07 08:00

_id 1d5a
authors Schnabel, M.A., Kvan, T., Kruijff, E. and Donath, D.
year 2001
title The First Virtual Environment Design Studio
doi https://doi.org/10.52842/conf.ecaade.2001.394
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 394-400
summary Since 1993 schools of architecture all over the world conduct in various forms of Virtual Design Studio (VDS). They have become an established part of teaching design within the digital realm. They vary in task and structure, are purely text-based or include various forms of interactive, synchronous or asynchronous collaboration. However, ‘virtual’ always refers to the method of communication and exchange of design and ideas. Students have never designed within immersive virtuality. This paper describes the first successful attempt to conduct a Joint Design Studio, which uses Virtual Environment (VE) as tool of design and communication between the remote partners. This first VeDS focused on how architectural students make use of this particular different approach to design within immersive three-dimensional VEs. For example, the students created 3D-immersive design proposals, explored dependencies to textual description of initial intentions and communicated between local and remote team-partners in immersive VE as well as textbased communication-channels. The paper subsequently describes the VeDS, its set-up, realization and outcome. We discuss frameworks and factors influencing how architectural students communicate their proposals in immersive VeDS, and how this new approach of design studio enables new forms of design expressions.
keywords Immersive Virtual Reality, Collaborative Design, Joint Design Studio, Preliminary Design
series eCAADe
email
last changed 2022/06/07 07:57

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

_id 6df6
authors Pratini, Edison
year 2001
title New Approaches to 3D Gestural Modeling - The 3D SketchMaker Project
doi https://doi.org/10.52842/conf.ecaade.2001.466
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 466-471
summary The 3D SketchMaker project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The system was conceived to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later using any 3D package. It is, in essence, a 3D modeling system directed to do sketching with hand movements and gestures in a virtual reality environment.
keywords Gestural Interface, Virtual Reality, 3D Modeling, Sketching
series eCAADe
last changed 2022/06/07 08:00

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id e693
authors Caneparo, Luca
year 2001
title Shared virtual reality for design and management: the Porta Susa project
source Automation in Construction 10 (2) (2001) pp. 217-228
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large-scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality (VR) in that the experience of virtual spaces is no longer individual, but rather shared across the Internet with other users simultaneously connected. SVR offers an effective approach to Construction Data Model and Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to process information across the networks.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 51a0
authors Conti, G., Ucelli, G. and Maver, T.
year 2001
title JCAD-VR: Java Collaborative Architectural Design Tool in Virtual Reality - A Java3D based scalable framework for real-time, multiplatform VR environments
doi https://doi.org/10.52842/conf.ecaade.2001.454
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 454-459
summary This paper proposes a framework that provides the architect with a tool that uses Virtual Reality (VR) as part of the design path. It offers the possibility to deploy a system capable of assisting the design profession during the early stages of the design process. This way VR becomes the means for a new experience where the architect can, free from constraints of the 2D world, create and manipulate the space she/he is designing. The idea upon which JCAD-VR is being built is that all the users present in the virtual world have to be able to share the same virtual environment in a “transparent fashion” where the user interface, instead of the traditional menu/windows based layout, it is part of the virtual world itself. The aim is to provide the designer with a tool for creating 3D-shapes in a shared VR environment, thus allowing the design to be shared as it evolves.
keywords Collaborative Design, Virtual Reality, Java 3D, Distributed Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id 158e
authors De Vries, B., Van Leeuwen, J. and Achten, H. (Eds.)
year 2001
title Computer Aided Architectural Design Futures 2001
source Proceedings of the Ninth International Conference [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, 814 p.
summary CAAD Futures is a bi-annual conference that aims to promote the advancement of computer-aided architectural design in the service of those concerned with the quality of the built environment. The conferences are organized under the auspices of the CAAD Futures Foundation, which has its secretariat at the Eindhoven University of Technology in the Netherlands.

This volume provides state-of-the-art articles in the following areas: capturing design, information modelling, CBR techniques, Virtual Reality, CAAD education, (hyper) media, design evaluation, design systems development, collaboration, generation, design representation, knowledge management, form programming, simulation, architectural analysis, and urban design.

series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/2001
last changed 2003/04/02 10:52

_id 8862
authors Elger, Dietrich and Russell, Peter
year 2001
title Net-based Architectural Design: The Difficult Path from the Presentation of Architectural Design in the World Wide Web to Teamwork in Virtual Planning Offices: A Field Report
doi https://doi.org/10.52842/conf.ecaade.2001.371
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 371-375
summary In the last 18 months, students from the Institute for Industrial Building Production (ifib) have undertaken six design projects as so-called Netzentwurf (“Net- Design”) studios in collaboration with different universities in Europe. These studios have used a web-based collaboration platform established at an independent web site and use didactical methods for web based design collaboration established over the past four years at ifib. A total of some 500 students have been involved in these projects and all have used the common platform to carry out their presentation and communication work.
keywords Virtual Design Studio, Collaboration, CSCW, Architectural Graphics
series eCAADe
email
last changed 2022/06/07 07:55

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
doi https://doi.org/10.52842/conf.ecaade.2001.423
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 5eb9
authors Gröhn, M., Mantere, M., Savioja, L. and Takala, T.
year 2001
title Background screens on three walls and floor. The stereoscopic 3D Visualization of Building Services in Virtual Environment
doi https://doi.org/10.52842/conf.ecaade.2001.523
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 523-528
summary In currently on-going project we develop methods and techniques for visualizing building services in our virtual room. At first we have established a conversion and transmission path from contractors’ lighting modeling software to virtual environment software. Secondly we have visualized air flow data in a photo-realistic room in such a way that a nonspecialist can easily understand the behavior of air flow. Thirdly we have developed navigation techniques which allow an arbitrary visitor to explore the model without guidance.
keywords Virtual Environment, Building Services, Flow Visualization, Interaction Techniques
series eCAADe
email
last changed 2022/06/07 07:51

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

_id a606
authors Leão de Amorim, Arivaldo and Pereira, Gilberto Corso
year 2001
title ATELIÊ COOPERATIVO DE SIMULAÇÃO DIGITAL EM ARQUITETURA E URBANISMO (Colaborative Studio for Architecture and Urbanism Digital Simulation)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 124-126
summary Cooperative Atelier of Digital Simulation is a teaching proposal in that information technologies will be used intensively in the process of architectural design, particularly computer technologies for habitat simulation. In the first learning group, a experimental one - that should begin in the semester 2001.2, the computer will be used as an instrument for modeling, information management (spatial or not), making presentations, evaluation of alternatives and taking decisions, as well as for communication between the students’ teams and teachers of FAUFBA and, of other institutions that come to be integrating the project. The computer technologies could stand for the development of cooperative works. This paper synthesizes the proposal of creation of an optional discipline for students of Architecture and Urbanism.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 87e3
authors Liu, Y.-T., Shih, S.-C., Yeh, Y.-C. and Lee, H.-L.
year 2001
title Design Production and Appreciation with Computer and Internet - Evolving Phenomena of Design Review in CAD Studio and Internet-based Competition
doi https://doi.org/10.52842/conf.ecaade.2001.382
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 382-387
summary This study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet. The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment.
keywords CAD Studio, Internet-Based Competition, Design Review
series eCAADe
email
last changed 2022/06/07 07:59

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

_id avocaad_2001_01
id avocaad_2001_01
authors Maria Musat
year 2001
title 3D Intelligent Representations for the Facility Management Practice
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 New field, growing very fast since the nineteen eighties, facility management takes care of our built environment. As owners and users together become more and more aware of the importance that healthy built environment has for their lives, the need for high quality tools to help them manage their buildings, throughout their transformations, are growing in demand. The market is overflowed with 2D applications assembled in different information systems that have no links one to another. Intranets, that offer direct links between alphanumerical and 2D graphical databases, are considered nowadays the top tools for facility management experts. Nevertheless the sophistication of this information systems, we should not forget the fact that built environment is always 3D. Therefore, the representations not only should be 3D as well, but also they should include some of the intelligence that builders and managers have, in order to ease their tasks during the life cycle of the buildings. Health and life of our built environment bases on the quality of the management process. However their importance was pointed in the first paragraph, there are yet no norms to intelligently describe our buildings as to take the most profit of their 3D representations. Both owners and managers seem to be impressed by accurate renderings of the building models. They seem to forget that behind these models, the useful information for the facility management is the appearance of the built environment. No intelligent applications have yet been developed based on this information. Our goal is to examine the facility management specific needs in information and to research and define a coherent norm that could intelligently describe 3D representations of complex buildings for this practice.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7134
id 7134
authors Penttilä, Hannu (Ed.)
year 2001
title Architectural Information Management [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.2001
source 19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1 / Helsinki (Finland) 29-31 August 2001, 578 p.
summary Several common phrases, such as “information society” or “virtual reality” point out the fact that information technology, digital tools and numerous different services via various communication networks have become crucially important factors of our western lifestyle and living environment. The trends of the society reflects naturally the working environments of the construction field, architectural discipline being amongst them. It is almost inconceivable to even imagine an architect without computer-based tools anymore. This evolutional development process has, from historical perspective, only recently started. The process is constantly evolving and rapidly increasing our possibilities to use and enjoy these modern digital fruits. The sometimes unpredictable and rapid changes in our working environment should make architects nervous about the impacts of the changes. All those delicate methods and collective traditions of the several thousand year architectural discipline(!), just simply cannot be transferred into the digital realm in a few decades. Researchers and teachers should very carefully, but still open mindedly, critically explore, analyse and adjust the so-called “modern technology” into the world of architecture, construction, design, planning – and education. We are not just “endusers”, It is we, in fact, who should define what, where and how are we willing to use it(IT). The value of information is constantly growing in our society, and in the future it will evidently be even more so. The value of information is quite hard to define with measurable or agreed concepts, but information evidently contains value-factors. The information which the architects are creating, modifying and manipulating, contains essential and valuable core data concerning the whole built environment of our society. It affects the physical surroundings of our society, in which we will be living for decades – hence, the information has a historical basis. The architectural core information also very strongly affects the quality of life of our fellow citizens – consequently, it has deep social meaning. The essentials of architectural information relies on the tradition of centuries – hence, it clearly has acknowledged cultural values, which are also extremely difficult to quantify. So how could architectural information be described? The information covers a wide range of heterogeneous concepts, items, values, methods, tools, materials, true facts, rumours, intuition and knowledge, plus a multitude of yet undefined or unpredictable factors, which still have to be watched and prepared for. Since the information deals with common and general subjects, it should also be described with common and general concepts. On the other hand as the information is also concerned with the minutiae of specific projects, the architectural information should also be described with well identified and unique entities. With our digital tools we handle all information – including architectural – more and more digitally. We have to handle and manipulate information currently as digital data, which could be understood the ”raw material” of architectural information. Digital data becomes valuable information, when some kind of meaning or purpose to somebody can be attributed to it. In the early gloomy days of ”digital architecture” in the 1960’s and 1970’s, researchers tried to describe architectural artefacts and even design process mathematically. The details of architectural information were quite difficult to describe with binary alphanumeric information of main-frame machines. The architects’ tools development then led to a trend where architects could better represent and visualize the design objects digitally. The widespread and common use of 2D-drawing and 3D-modelling tools is still a very strong trend within our discipline. In fact it is “the way” the majority of architectural information is managed today. During the last 15–20 years, so-called conceptual modelling or product data modelling, done in various technical and construction field research units worldwide, has from one viewpoint clarified the basis and essence of architectural information. Hence, it’s not only CAD-software application development, but also elementary and theoretical research that gives us valuable help to survive among the ever growing seas of terabits of data in the future to come. Architectural information is something that simply cannot be described just with DWG-drawings or dummy scanned photographs any more. Although drawings and photos may contain very important bits of architectural documentation, we need ntimes more “complexity layers”, concepts and tools to manage and understand the essence of architectural information today. A proper way to manage the data we are working with, has to cover the whole architectural discipline. The methods and tools also have to be valid and flexible for several decades in the future.
keywords Information Management & Data Structuring, Education & Curricula, Modeling & City Planning
series eCAADe
email
more http://www.hut.fi/events/ecaade/
last changed 2022/06/07 07:49

_id bec6
authors Petric, J., Ucelli, G. and Conti, G.
year 2001
title Educating the Virtual Architect
doi https://doi.org/10.52842/conf.ecaade.2001.388
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 388-393
summary This paper elaborates and illustrates an educational experiment in which students were asked to develop their design in the virtual environment and at the same time evaluate the process and the product. Starting from a general overview on the VRML 97 technology the workshop offered an opportunity to students to enhance their curricula with new tools through experimenting and interacting with their design spaces. Students’ designs were tested and critically discussed in a fully immersive VR environment offering them new stimuli for both designing and enriching their learning experience. Students were finally asked to present their projects in a fully interactive VR environment. The outcomes of the experiment, and the challenging question it raises about the nature of reality and virtuality – technical, pedagogical and even ethical – offer a contribution to the debate on the concept of an “Ideal Digital Design Curriculum”.
keywords Virtual Environment, Immersive Design, Interactivity, Behaviours
series eCAADe
email
last changed 2022/06/07 08:00

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id 705c
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2001
title Implementing The First Virtual Environment Design Studio
source Architectural Education for the Asian Century, Proceedings of the 1st ACAE Conference on Architectural Education, Milton Tan, editor, Centre for Advanced Studies in Architecture, National University of Singapore, pp. 157-166
summary Since 1993 schools of architecture all over the world conduct in various forms of Virtual Design Studio (VDS). They have become an established part of teaching design within the digital realm. They vary in task and structure; are purely text-based or include various forms of interactive; synchronous or asynchronous collaboration. However; ‘virtual’ always refers to the method of communication and exchange of design and ideas. Students have never designed within immersive virtuality. This paper describes the first successful attempt to conduct a Joint Design Studio; which uses Virtual Environment (VE) as tool of design and communication between the remote partners. This first VeDS focused on how architectural students make use of this particular different approach to design within immersive three-dimensional VEs. For example; the students created 3D-immersive design proposals; explored dependencies to textual description of initial intentions and communicated between local and remote team-partners in immersive VE as well as text-based communication-channels. The paper subsequently describes the VeDS; its set-up; realization and outcome. We discuss frameworks and factors influencing how architectural students communicate their proposals in immersive VeDS; and how this new approach of design studio enables new forms of design expressions.
keywords Virtual Environment; Remote Collaboration; Design Evaluation; Spatial Understanding
series other
email
last changed 2002/11/15 18:29

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