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 717

_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 ga0208
id ga0208
authors Wang, Xu and Lau, Siu Yu
year 2002
title Pursuing New Urban Living Environment In The New Millennium: Projecting The Future Of High-Rise And High Density Living In Hong Kong
source International Conference on Generative Art
summary High-rise and high density living is a way of life for most of the 6.7 Million population of Hong Kong. The merits and demerits affiliated with Hong Kong’s compact urban form continues to attract academic deliberations and debates over the acceptability of such urban form as an alternative to urban sprawl for future city and urban life-style. This paper traces the development and causes for Hong Kong’s high-rise and high-density urban form over the past fifty years or so, and focuses its discussions on the pros and cons of high-rise living based on subjective user survey in late 2001 and early 2002. Because of an articulated land shortage, acute topography, escalating population growth, and shortage of time, Hong Kong government and planners have little options left but to adopt vertical development, resulted in a densely and mixed use urban habitat packed with closely built high-rise residences and commercial buildings. From the survey, it is clear that mixed and intensive land use, high quality of living and recreation infrastructure, efficient public transportation network, and segregation of pedestrian and traffic can facilitate the performance of compact urban form. In addition, most of Hong Kong families have been accustomed to high-rise living pattern and the disadvantages such living pattern might cause on its resident’s social communication and children education are readily ignored by most of the people. Based on the analysis of current living situation and development trends in Hong Kong, new pattern of future city form is conceived to be a likely applicable development way in a coastal city with such high density as Hong Kong in the next 50 years. Design countermeasures are presented in this paper to suggest ways of alleviating the pressure of the forever-increasing house requirements in Hong Kong. high-density, high-rise, compact city, social acceptance, life-style.
keywords high-density, high-rise, compact city, social acceptance, life-style
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
doi https://doi.org/10.52842/conf.ecaade.2001.263
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
summary This paper presents a recently finished course of eight weeks where CAAD skills, design methodology, and architectural theory are combined to discuss possible perspectives on the use of the computer in design, and its influence on architecture. In the course, three contemporary architects were studied; Peter Eisenman, Ben van Berkel, and Greg Lynn. Each was discussed on aspects of ontology (which are the elements of discourse), design method (design process and organization of the process), and the use of the computer (techniques and approaches). These were linked with design theory, architectural theory, and CAD-theory. The reflection on the work of the architects resulted in a number of design methods for each architect. The design methods were adapted to the available technologies in the university as well as to the scope of the exercise, since the period of eight weeks for an exercise cannot compete with design processes in practice that take many participants and much time. The students then applied the design methods to a design task: student housing and an exhibition pavilion on the campus area of the university. The task was so devised, that students could focus on either architectural or urban design level with one of the design methods. Also, the choice of architects and accompanying design methods was made in such a way that students with low, medium, and advanced computer skills could take part in the course and exercise. In a workshop held at the Czech Technical University (CVUT) in Prague, the same procedure was used in a one-week period for a different design task, but in an otherwise almost identical setting with respect to the CAAD software used. The methods and material were easily transferred to the other setting. The students were able to cope with the task and produced surprising results in the short time span available. The paper will provide an overview of the course, discuss the pedagogical implications of the work, and discuss how this particular work can be generalized to incorporate other architects and approaches.
keywords CAAD: Design Methods, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:54

_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 bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
doi https://doi.org/10.52842/conf.ecaade.2001.449
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
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 f227
authors Argumedo, C., Guerri, C., Rainero, C., Carmena, S., Del Rio, A. and Lomónaco, H.
year 2001
title GESTIÓN DIGITAL URBANA ROSARIO (Digital Management of Urban Rosario)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 307-310
summary This project is aimed at developing an instrument to reach the city-net multidimensionality (flux /real-space) of Rosario city in Argentina. Both, an integral view and the view of the different information layers of the urban net are required. We decided the used of computers to determine a digital dynamic model. The tool proposed has to be useful not only in search and urban survey but also as a design instrument, to pre-view the urban interventions. Simultaneously this tool is needed to evaluate the urban project’s impact in the city through the passing time as well as to communicate future projects to government and to community all.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_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 2006_000
id 2006_000
authors Bourdakis, Vassilis and Charitos, Dimitris (eds.)
year 2006
title Communicating Space(s)
doi https://doi.org/10.52842/conf.ecaade.2006
source 24th eCAADe Conference Proceedings [ISBN 0-9541183-5-9], Volos (Greece) 6-9 September 2006, 914 p.
summary The theme of this conference builds on and investigates the pre-existing and endlessly unfolding relationship between two domains of scientific inquiry: Architecture, urban design and planning, environmental design, geography and Social theory, media and communication studies, political science, cultural studies and social anthropology. Architectural design involves communication and could thus be partly considered a communicational activity. Designers (or not) see architectural designs, implicitly, as carriers of information and symbolic content; similarly buildings and urban environments have been “read” and interpreted by many (usu- ally not architects) as cultural texts. At the same time, social and cultural studies have studied buildings and cities, as contexts for social and cultural activities and life in general, from their mundane expression of “everyday life” (Highmore, 2001) to elite expressions of artistic creativity and performance. Information and communication technologies (ICTs) support both of these levels of scientific inquiry in many ways. Most importantly however, ICTs need design studies, architectural and visual design, social and cultural studies in their quest to create aesthetically pleasing, ergonomically efficient and functional ICT sys- tems; this need for interdisciplinarity is best articulated by the low quality of most on-line content and applica- tions published on the web.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id 9a04
authors Bouza Rodríguez, J.B., Valcarce, J.D., Baltar, X.L. and Vázquez, M.P.
year 2001
title SISTEMA WEB INTERACTIVO CON CATÁLOGO PSEUDO-TRIDIMENSIONAL DE RODUCTOS Y VÍDEO EN TIEMPO REAL (Interactive Web System with Pseudo-Three-Dimensional Catalogue of Places and Video in Real Time)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 104-106
summary It has been designed and developed a system Web that has video in real time and an interactive product catalogue based on pseudo-three-dimensional models, that is to say, models that they pretend to be three-dimensional, but that in fact do not have geometry 3D properly in the memory, but of an appropriate composition according to the case of geometry 2D (image or any graph), that allows to see the model from several points of view and to consult additional information (weight, material, dimensions, etc.). They have been analyzed and proven the different formats from transmission of video and audio by Internet, studying all its parameters, until finding the optimal ones for this server. In comparison with the use of format VRML (Virtual Reality Modeling Language) used commonly to put models 3D in the Web, this system that we have devised presents like advantages the low time of load, the high precision of the views of the object and the low cost of maintenance of the Web. On the other hand, one does not have the infinity of views and facility of manipulation of the VRML.
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 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 caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_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 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 f01c
authors Cuberos Mejía, R., Caldera de Ugarte, N., Indriago, J.A., Camacaro, L., Molina, N. and Cestary, J.
year 2001
title PLANIFICACIÓN TURÍSTICA Y TELEINFORMACIÓN (Planning in the Tourist Industry and Tele-information)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 311-314
summary This paper explains an object-based geographic information system (GIS) developed for tourism planning on Maracaibo, Venezuela. In order to establish a better way to manipulate georeferenced data, this system is migrating its structure from a fouryears- old relational database, incorporating distributed storage on a comprehensive catalog. A combination of operating system, SQL server and Map server, is being implemented to substitute a static web site for a real-time application to easily manipulate maps through a web browser. This work not only creates answers to implementing urban information systems, also it will facilitate their incorporation on collaborative geographical networks in the entire world.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 1b32
authors Da Conceição Garcia, Cláudia and De Souza Tenorio, Gabriela
year 2001
title UMA REFLEXÃO SOBRE PROPOSTA PEDAGÓGICA DO ENSINO DA COMPUTAÇÃO GRÁFICA NO CURSO DE ARQUITETURA E URBANISMO (A Reflection on a Pedagogical Proposal for Teaching Computer Graphics in an Architecture and Urbanism Course)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 224-226
summary In the last few years, the use of computers methods on architecture and urban undergraduate courses have been a matter of criticism. Many professors and lectures argue that computers have not contributed for students creativity development. This paper presents a proposal for a graphic computing course of the Faculdade de Arquitetura e Urbanismo of the Universidade de Brasília that aims to use computer in a creative manner. During the last 5 years, faculties from applied architecture computing from our institute have applied new pedagogical strategies to lecture this course. We intend to use this tool not only to express and represent architecture projects, but also to evaluate the development of architecture and urban projects. Our experience on this topic allowed the development of a methodological procedure that focus on the architecture and urban projects and not on the graphic computing software.
series SIGRADI
email
last changed 2016/03/10 09:50

_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 ecaade2015_217
id ecaade2015_217
authors Davis, Felecia and Dumitrescu, Delia
year 2015
title What and When Is the Textile? Extending the Reach of Computation through Textile Expression
doi https://doi.org/10.52842/conf.ecaade.2015.2.417
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 417-426
summary The authors of this article argue for 'making time appear' in computational materials and objects so that it can be used to help people become aware of their relation to their environments. [Hallnäs & Redström 2001] As more computational and responsive materials come into play when designing architectural spaces designers might consider opening up the dimension of time to 'make time appear' rather than disappear. [Hallnäs & Redström 2001] Computational materials are materials which transform expression and respond to inputs read by computer programs. Making time appear can have many uses particularly in applications where people can be helped by the awareness of unfolding of time, where the temporality is linked to transformative body experience rather than project efficiency or collapsing distance. If architects, designers, engineers and others could begin to consider and use time as a way to promote reflection then it would be possible to design materials which could expand human thinking through the material itself.
wos WOS:000372316000048
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=44daf674-70d7-11e5-8041-1b36fa35af4a
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