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 513

_id b74f
authors Dijkstra, Jan and Timmermans, Harry
year 2002
title Towards a multi-agent model for visualizing simulated user behavior to support the assessment of design performance
source Automation in Construction 11 (2) (2002) pp. 135-145
summary We introduce the outline of a multi-agent model that can be used for visualizing simulated user behavior to support the assessment of design performance. We will consider various performance indicators of building environments, which are related to user reaction to design decisions. This system may serve as a media tool in the design process for a better understanding of what the design will look like, especially for those cases where design or planning decisions will affect the behavior of individuals. The system is based on cellular automata and multi-agent simulation technology. The system simulates how agents move around in a particular 3D (or 2D) environment, in which space is represented as a lattice of cells. Agents represent objects or people with their own behavior, moving over the network. Each agent will be located in a simulated space, based on the cellular automata grid. Each iteration of the simulation is based on a parallel update of the agents conforming local rules. Agents positioned within an environment will need sensors to perceive their local neighborhood and some means with which to affect the environment. In this way, autonomous individuals and the interaction between them can be simulated by the system. As a result, designers can use the system to assess the likely consequences of their design decisions on user behavior. We think that the system provides a potentially valuable tool to support design and decision-making processes, related to user behavior in architecture and urban planning.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddssar0211
id ddssar0211
authors Fröst, Peter
year 2002
title Interactive Tools for Collaborative Architectural Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today’s rapidly changing society is continuously developing towards an increased demand for multistakeholder knowledge and influence in the architectural planning and design process. Accordingly, we are working with developing and setting up a partner engaged collaborative design process. It includes active collaboration between users, external partners and designers, and visualizations in conceptual design and scenario building. My research is focusing on integrating visualization technology in theseprocesses by application of digital tools. We have developed a working prototype for an interactive design tool. The prototype is an extremely “easy to use” digital modeling tool called “ForeSite Designer.” With this tool one builds one’s own spatial environment with elements on a 2D surface.With one command the 2D layout is exported to a lit-up 3D/Virtual Reality world in the computer game “Half-Life”. ForeSite Designer has lately been used in a series of workshops together with external users. In these processes ForeSite Designer has played a crucial role as an arena of building spatially arranged concepts of future environments. The results show that it works, and, importantly, promotes a collaborative engagement among the users.
series DDSS
last changed 2003/08/07 16:36

_id 4890
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2002
title Immersive 3D architectural worlds: How to get in and out again
doi https://doi.org/10.52842/conf.ecaade.2002.592
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 592-596
summary In this paper, we examine the perception and understanding of spatial volumes within immersive, non-immersive virtual environments and physical models and their translation to a tangible representation in a series of design-representation experiments. Students experienced, assessed, and analysed spatial relationships of volumes and spaces and subsequently constructed models of these spaces. The goal of our study is to identify how designers perceive space in Virtual Environments (VE). We explore issues of quality, accuracy and understanding of rebuilding architectural experienced. By comparison of the same task within a screen-based or real 2D realm, we are able to draw some conclusions about aspects particular to immersive VE activity.
series eCAADe
email
last changed 2022/06/07 07:57

_id 18dd
authors Sjöström, Calle
year 2002
title Non-Visual Haptic Interaction Design - Guidelines and Applications
source Lund Institute of Technology, School of Architecture
summary This dissertation has three cornerstones: * Haptics * Human-Computer Interaction (HCI) * Blind Users Haptics deals with controlling human movements and getting feedback through the sense of touch. A haptic interface transmits forces to a person’s hand or fingers in a way that mimics the sensation of touching real objects. Virtual haptic touch can be particularly useful for people with visual impairments. It makes it possible for a blind person to touch virtual objects, corresponding to the way a sighted person can see objects on a computer screen. The goal of this research was to carry out an unbiased investigation of the potential of this technology for blind people. The more specific aims were to: * Investigate if and how blind people’s computer usage can be improved by virtual haptics. * Investigate the problems that arise with graphical user interfaces for blind people and how these problems can be managed with haptics. * Develop new applications and find new areas in which virtual haptics can be applied for blind people. The design process has been primarily influenced by theories of usability engineering and reflection in action/reflection on action, focusing on the role of the engineer-designer. A concerted effort is made to use technology as a language to communicate with the users. Several haptic interface devices have been involved. The Phantom from SensAble Technologies has been used the most. It is a small robot with a thimble or stylus attached to the tip which supplies force feedback to the user. The others are the FEELit Mouse from Immersion and the force feedback joysticks from Logitech and Microsoft. Eighteen test applications were developed over five years’ time. They included games, curves, textures, drawings, menus, floor plans, and geometrical objects. Formal and informal user tests were performed on blind, blind-deaf and sighted people. One of the key results presented are five guidelines for non-visual haptic interaction design for researchers, designers, testers, developers and users of such applications. The guidelines are: 1. Elaborate a virtual object design of its own 2. Facilitate navigation and overview 3. Provide contextual information 4. Utilize all available modalities 5. Support the user in learning the interaction method and the specific environments and programs These guidelines represent the filtered and condensed knowledge and experience that the Haptics Group at Certec has gained during the testing and development process. They are further delineated and are a complement to existing HCI guidelines. This work shows that there is great potential in using haptic technology in applications for blind people. It is viable to translate both 2D and 3D graphical information and make it comprehensible via haptics. It has been demonstrated that a blind person can orientate and navigate in a virtual haptic environment and that these tasks can be further supported by using complementary information such as sound and Braille. It is also possible for a blind person to use knowledge gained in the virtual world for real life orientation.
keywords Haptics; Human-Computer Interaction; Blind People; Design Guidelines; Computer Access
series thesis:PhD
email
more http://www.certec.lth.se/doc/hapticinteraction/
last changed 2003/02/12 22:37

_id a35a
authors Arponen, Matti
year 2002
title From 2D Base Map To 3D City Model
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.17-I.28
summary Since 1997 Helsinki City Survey Division has proceeded in experimenting and in developing the methods for converting and supplementing current digital 2D base maps in the scale 1:500 to a 3D city model. Actually since 1986 project areas have been produced in 3D for city planning and construction projects, but working with the whole map database started in 1997 because of customer demands and competitive 3D projects. 3D map database needs new data modelling and structures, map update processes need new working orders and the draftsmen need to learn a new profession; the 3D modeller. Laser-scanning and digital photogrammetry have been used in collecting 3D information on the map objects. During the years 1999-2000 laser-scanning experiments covering 45 km2 have been carried out utilizing the Swedish TopEye system. Simultaneous digital photography produces material for orto photo mosaics. These have been applied in mapping out dated map features and in vectorizing 3D buildings manually, semi automatically and automatically. In modelling we use TerraScan, TerraPhoto and TerraModeler sw, which are developed in Finland. The 3D city model project is at the same time partially a software development project. An accuracy and feasibility study was also completed and will be shortly presented. The three scales of 3D models are also presented in this paper. Some new 3D products and some usage of 3D city models in practice will be demonstrated in the actual presentation.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/11/21 15:16

_id 26a2
authors Brown, A., Zhu, M., Knight, M. and Berridge, Ph.
year 2002
title i-architecture: the Virtual Campus eCAADe 2002 – Warsaw
doi https://doi.org/10.52842/conf.ecaade.2002.532
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 532-537
summary There are a great number of current web accessible city models, that take a variety of approaches to representing the 2D, 3D and associated graphical information that they embody. The work described here represents a stage in the development of an urban modeling approach that we intend will lead to cost effective and computationally efficient systems for such systems. Our aim is to contribute to the range of approaches being adopted by different research and development groups, across the world, and particularly within Europe.
series eCAADe
email
last changed 2022/06/07 07:54

_id f542
authors Mcgill, Miranda C.
year 2002
title Shaper2D - Visual Software for Learning Shape Grammars
doi https://doi.org/10.52842/conf.ecaade.2002.148
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 148-151
summary Shaper 2D is a Java applet and application for assisting in the learning of shape grammars. This software is examined as a facilitator for designing with shape grammars through analysis of computation in a workshop setting.
series eCAADe
email
last changed 2022/06/07 07:58

_id 8e9c
authors Sosnov, A., Macé, P. and Hégron, G.
year 2002
title Semi-metric formal 3D reconstruction from perspective sketches
source Proceedings of International Conference on Computational Science (ICCS), pp. 285-294, Amsterdam, The Netherlands
summary We present a new approach for accurate and fast reconstruction of 3D models from hand-drawn perspective sketches and imposed geometric constraints. A distinctive feature of the approach is the decomposition of the reconstruction process into the stages of correction of the 2D sketch and elevation of the 3D model. All 3D constraints that describe the spatial structure of the model are strictly satisfied, while preferences that describe the model projection are treated in relaxed manner. The constraints are subdivided into the projective, affine and metric ones and expressed in algebraic form by using the Grassmann-Cayley algebra. The constraints are resolved one by another following the order of their types by using the local propagation methods. The preferences allow to apply linear approximations and to systematically use formal methods.
series other
last changed 2003/04/23 15:50

_id 8244
authors Stoter, Jantien E. and Ploeger, Hendrik D.
year 2002
title Multiple Use of Space: Current Practice of Registration and Development of a 3D Cadastre
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, I.1-I.16
summary A cadastral registration system provides insight in rights and limited rights related to (2D) parcels. In case of multiple use of space, the 2D parcel has shown its limitations. To illustrate this we describe two cases in this paper. At our Department a research is carried out in collaboration with the Netherlands’ Kadaster to study the 3D issue of cadastral registration in a fundamental way. During this research a prototype of a 3D cadastre is being developed, in which rights established on 2D parcels can be represented in 3D (3D right-objects). We give a description of this prototype and demonstrate that the introduction of 3D right-objects improves the insight in the vertical component of rights considerably by applying this concept to the described cases. Future research will focus on defining the 3D right-objects more precisely in 2D and 3D (geometrically as well as topologically) and on the registration of 3D physical objects (objects as they occur in the real world). The last will require more drastic adjustments in the current cadastral registration system.
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:40

_id 811b
authors Wan, P.-H. Liu, Y.-T. and Lee, Y.-Z.
year 2002
title The Co-existence between Physical Space and Cyberspace - A Case Study
doi https://doi.org/10.52842/conf.ecaade.2002.597
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 597-602
summary This paper reports on the relationship between physical space and cyberspace, with a case study. Three approaches are discussed of this co-existent relationship, the image, the user ID with avatars and the map with real-time information from the real world. Besides, we pose a 3D new-type form of cyberspace without concrete spatial boundaries and elements. In this kind of cyberspace, the user interface becomes relevant crucial. This research propose two methods to be the principles of the user interface, the stick with the spatial place and the 2D visual elements transplanted from 2D typical website. Furthermore, multi-user interaction and single user interaction are separately discussed in different hierarchical layers with diverse issues. This research deals with a case in progress and all phenomenon is preliminarily discussed.
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade03_247_121_strojan
id ecaade03_247_121_strojan
authors Zupancic Strojan, Tadeja and Mullins, Michael
year 2003
title Theoretical Perspectives For The Development Of 3D City Models In Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2003.247
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 247-252
summary This paper continues the discourse of the round table session of eCAADe 2002 on the problems of existing digital city models. It reviews recent papers on the subject, suggests criteria for the improvement of digital city models, and points out some applications for a broader base of users, and particularly in the field of architectural education. it is suggested here that the design professions of architecture and urban design should be more comprehensively included by broadening the approach to 3dcms. Changes in contemporary architectural, urban planning and design theory, collaborative design practice and constructivist education, lead us to suggest a change of emphasis from 2D urban planning principles to those of 3D urban design and morphology.
keywords 3D City Models; architectural education; urban identity
series eCAADe
type normal paper
email
more http://www.arh.uni-lj.si
last changed 2022/06/07 07:57

_id 6d22
authors Bermudez, J., Agutter, J., Syroid, N., Lilly, B., Sharir, Y., Lopez, T., Westenskow, D. and Foresti, S.
year 2002
title Interfacing Virtual & Physical Spaces through the Body: The cyberPRINT Project
doi https://doi.org/10.52842/conf.acadia.2002.395
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 395-400
summary The cyberPRINT is a fully immersive, interactive virtual environment that is being generated in rea-timebased on physiological data readings of a human body. In other words, the cyberPRINT is based oncreating interfaces between physical and digital spaces and between biology and informationtechnologies. The cyberPRINT is also an event, wherein a performer is connected to the cyberPRINTgenerator to create a self-sustaining feedback mechanism. Although using the body to electronicallydrive music and media events is not new, most of these works have paid little or no attention to thepotential of interactive 3D virtual environments. Nor have they been so technologically advanced,interdisciplinary intensive (involving architecture, choreography, modern dance, music, bioengineering,medicine and computer science), or architecturally focused as the cyberPRINT.This project covers a wide and fertile territory that goes from the very technical and design oriented tothe very theoretical and interdisciplinary. This paper is intended to (1) expand what has been alreadypublished about this project (Bermudez et al 2000a) and (2) establish potential areas for discussionbefore and after the performance
series ACADIA
email
last changed 2022/06/07 07:52

_id ee65
authors Bourdakis, Vassilis and Charitos, Dimitris
year 2002
title Teaching Virtual Environment Design
doi https://doi.org/10.52842/conf.ecaade.2002.042
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 42-49
summary In a previous paper, the authors considered the design and development of virtual environments (VEs) pointing out the need for a new direction within architectural education, leading towards a generation of VE architects. It was suggested that there is an urgent need for educating practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications. This paper focuses on the application of these principles and ideas into the structure and methodology of three VE design courses, taught by the authors. These courses are by no means suggested as exhaustive examples of teaching this subject. They are seen as preliminary approaches, adapting to the educational context they are integrated within. Bearing in mind the problems relating to teaching large numbers of students with a design studio approach, difficult concepts, resources availability, fighting misconceptions, techno-phobia the following areas are discussed in the hope that they will contribute to VE design curricula in the near future.
series eCAADe
email
last changed 2022/06/07 07:54

_id 1389
authors Bustos, Gabriela L. and Burgos, Iván P.
year 2002
title Desarrollo y Aplicabilidad de Menús Virtuales en VRML [Architectonic Development and Applicability of Virtual Menus in VRML]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 199-202
summary The Virtual Reality Modeling Language (VRML), has allowed extend all of its resources and possibilities for Architectural Applications under the same Virtual Reality’s technology platform. In order to take advantages of its possibilities, this resource focus on exposes the development and application of virtual menus in VRML and Java Script as a first step for the creation of Synthetic Environment Laboratory in the faculty of Architecture and Design of University of Zulia, Venezuela. It presents in short, how algorithms were defined to design the menus, the use of a program in Visual Basic that permit addition of virtual menus toany WRL file, without any programming approach, as well as specific samples of applicability of the menus developed in a VRMLenvironment and how they are included in a methodological model of architectural design.
keywords virtual reality, synthetic environments, architectural design, inmersive projection systems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddssar0207
id ddssar0207
authors Conti, G. and Ucelli, G.
year 2002
title A Java3D Tool for Real-Time Collaboration in a Virtual Reality CAADEnvironment
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today the development of network-based virtual communities and the use of avatars have brought a new level of complexity to the meaning of virtuality, providing the technology for remote presence and collaborative experiences. In this project the intention was to pursue this articulated vision of VR in order to assist the design profession during the early stages of the design process. The objective was to provide a tool that is capable of creating 3D shapes in a shared VR environment, thus allowing thedesign and its evolution to be shared. The use of the Java programming language was a natural choice for this project. Because of Java’s performance scalability and hardware independence the concept ofCAAD has been extended, making it possible to create a VR environment that can co-exist between high-end supercomputers and standard PCs. The project is currently being tested using PCs and an SGI system running a Reality Centre. The research reported in this paper describes the architecture and application of software that aims to increase the opportunity for collaboration within virtual worlds and enable effective and transparent information exchange.
series DDSS
last changed 2003/08/07 16:36

_id ddssar0216
id ddssar0216
authors Jones, Dennis B.
year 2002
title The Quantum Matrix:A Three Dimensional Data Integration and Collaboration ToolFor Virtual Environments
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary If a picture is worth a thousand words, what if they could walk and talk? How would you like to bring a whole new dimension to your ideas; to use visualization to convey a sense of time and motion, to use imagery to give your ideas vividness; to use sound to give them voice and view them threedimensionally. The Matrix allows you to do all of this and much more. The Matrix resembles Rubik’s cube, but its purpose is to store, manage and access data of all types and to view them in three dimensions in virtual environments such as the CAVE and on your desktop. The current version can store, access and view almost anything that is in digital form, including:Text files Pictures Video Clips Sound Files Spreadsheets URL’s HTML pages Databases CAD drawings Gantt Charts Business Graphics VRML modelsExecutable Programs OLE (Object Link & Embedded) The Matrix is a three-dimensional multimedia and document management tool. The Matrix anticipates the convergence of electronic media into one consistent environment for analysis and representation. the Matrix uses VMRL and OpenGL technologies to allow the user to be immersed in their data as withCinerama, IMAX and Virtual Reality Environments. The Matrix allows the user to exercise their creativity by interactively placing and organizing their data three dimensionally and navigating through and viewingdata and documents in 3D (monocular and binocular – stereo). The Matrix user interface is simple to use. Employing the now familiar “drag and drop” method to manage data and documents. Items can be placed into the matrix grid at a user selected matrix cube location. Upon dropping a document on a cube it appears as a mapped image onto the surface. Navigating through the 3D Matrix-space is fun. All navigation uses real-time animation giving you instant feed back as to where you are. Data drilling is as simple as mouse click on a Matrix cube. Double clicking the on an object in the matrix activates that object. Data dreams was an image that preexisted the program by several years. The dream was to create a new way oforganizing and exploring data. The Qube image was created using Microstation by Bentley Systems, Inc. The figure was modeled using Poser by MetaCreations and composited using Adobe Photoshop.
series DDSS
last changed 2003/08/07 16:36

_id ga0221
id ga0221
authors Lunazzi, Renato Saleri
year 2002
title Pseudo-urban automatic pattern generation
source International Conference on Generative Art
summary This research task aims to experiment automatic generative methods able to produce architectural and urban 3D-models. At this time, some interesting applicative results, rising from pseudo-random and l-system formalisms, came to generate complex and rather realistic immersive environments. Next step could be achieved by mixing those techniques to emerging calculus, dealing whith topographic or environmental constraints. As a matter of fact, future developments will aim to contribute to archeological or historical restitution, quickly providing credible 3D environments in a given historical context.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 7032
authors More, G., Harvey, L. and Burry, M.
year 2002
title Understanding Spatial Information with Integrated 3D Visual and Aural Design Applications
doi https://doi.org/10.52842/conf.acadia.2002.333
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 333-338
summary The ability to arrange information graphically in digitally represented Cartesian space offers obviousadvantages over two-dimensional graphical reductions. Adding time to the spatial palette provides adynamic dimension. Cartesian space used for these purposes, however, reinforces an ocular-centricapproach to information delivery. We can include sound in order to seek a sensory balance, therebyimproving cognition and enhancing dimensionality within an ‘information space’, especially for complexmaterial requiring greater interactivity or ‘audience’ participation. Combined visual and audio synthesisoffers multidimensional and multi-sensorial environments that challenge existing linear and twodimensionalpresentation orthodoxies – ‘audience’, for instance, presupposes a lecture to be listened to.This paper presents work in progress investigating the use of sonification as both a thematic andnavigational vehicle in dynamic presentation environments.
series ACADIA
email
last changed 2022/06/07 07:58

_id e721
authors Nitsche, Michael and Roudavski, Stanislav
year 2002
title Building Cuthbert Hall Virtual College as a Dramatically Engaging Environment
source PDC 02 - Proceedings of Participatory Design conference, T. Binder, J. Gregory, I. Wagner (eds.), Malmö. Sweden, 23-25 June 2002 [ISBN 0-9667818-2-1]
summary This paper outlines the interdisciplinary nature, collaborative work patterns and role of aesthetics in the Cuthbert Hall Virtual College research project at the Cambridge University Moving Image Studio (CUMIS) and the Centre for Applied Research in Education Technology (CARET). The project identifies key properties of dramatically engaging real-time three-dimensional virtual environments (RT 3D VE) and how the holistic experiential phenomenon of place is organised and mediated through spatial narrative patterns. Interdisciplinary by nature, the project requires a collaborative approach between science, engineering, media and architecture, and the results are revealing for all these areas. The Cuthbert Hall project invites discussion of the importance in the creation and use of RT 3D VE's - under single and multi-user conditions - of articulate aesthetics (the quality of architectural, visual and audio design; the production and incorporation of dramatic properties) and of the conditions required for collaborative, communicative use of the environment. The full theoretical and technical discussions as well as the evaluation results are outside the scope of this submission.
keywords Real-time virtual environment, Computer Game, Place, Mediation, Expressive space
series other
email
last changed 2003/02/09 16:03

_id 6348
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2002
title Interaction in virtual building space, Distributing Knowledge in Building
source CIB W78 Conference 2002, Proceedings, Vol. 2, pp91-98, Aarhus School of Architecture, Denmark, 12 –14 June
summary This paper presents the results from two experiments in working on descriptions of form in immersive virtual environments (IVE). Recently; Virtual Environments (VE) are increasingly used as environments for design and research. Using VE to visualize ideas from the initial steps of design; the architect is challenged to deal with perception of space; solid and void; without translations to and from a two dimensional media. From this new ability; we might expect new forms of design interaction and expression. The goal of our studies was to identify how designers use and communicate early design ideas by using immersive three-dimensional (3D) VEs and how they describe 3D volumes using different media. We set up a series of experiments including navigation- and perception-tasks; designing in IVE; transcription of design; remote communication between design partners and controlled observations. We explored initial intentions of 3D-immersive design schemes; textual descriptions and collaborations within IVE. This paper describes the outcome of creation; interpretation and communication of architectural design; by using an Immersive Joint Design Studio; as well as the description and translation of a 3D cubic structure. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS) and how this approach of design studio enables to understand volumes and spatial relationships.
keywords Virtual Environment; Remote Collaboration; Design Evaluation; Spatial Understanding
series other
email
last changed 2002/11/15 18:29

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