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 509

_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

_id 1a42
authors Fjeld, M., Lauche, K., Bichsel, M., Voorhorst, F., Krueger, H., Rauterberg, M.
year 2002
title Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
source Computer Supported Cooperative Work (CSCW), Kluwer
summary Activity theory is based on the concept of tools mediating between subjects and objects. In this theory, an individual's creative interaction with his or her surroundings can result in the production of tools. When an individual's mental processes are exteriorized in the form of tools - termed objectification - they become more accessible to other people and are therefore useful for social interaction. This paper shows how our understanding of activity theory has shaped our design philosophy for groupware and how we have applied it. Our design philosophy and practice is exemplified by a description of the BUILD-IT system. This is an Augmented Reality system we developed to enhance group work; it is a kind of graspable groupware which supports cooperative planning. The system allows a group of people, co-located around a table, to interact, by means of physical bricks, with models in a virtual three-dimensional (3D) setting. Guided by task analysis, a set of specific tools for different 3D planning and configuration tasks was implemented as part of this system. We investigate both physical and virtual tools. These tools allow users to adjust model height, viewpoint, and scale of the virtual setting. Finally, our design practice is summarized in a set of design guidelines. Based on these guidelines, we reflect on our own design practice and the usefulness of activity theory for design.
series other
last changed 2003/04/23 15:50

_id 79b4
authors Kuenstle, Michael W.
year 2002
title Flow Structure Environment Simulation - A Comparative Analysis of Wind Flow Phenomena and Building Structure Interaction
doi https://doi.org/10.52842/conf.ecaade.2002.564
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. 564-568
summary This paper documents the progress of research to investigate the integration of computational modeling techniques into wind mitigation analysis and design for building structures located in high wind prone areas. Some of the basic mechanics and theoretical concepts of fluid flow and wind pressure as well as their translation into design criteria for structural analysis and design are reviewed, followed by a discussion of a detailed Computational Fluid Dynamics (CFD) application case study for a simulated “3-second gust” wind flow over a low rectangular building located in a coastal region. The case study project models the wind flow behavior and pressure distribution over the building structure when situated in three varying conditions within a single terrain exposure category. The simulations include three-dimensional modeling of the building type constructed (1) on-grade in a flat coastal area, (2) above grade with the building elevated on structural columns, and (3) on-grade downwind of an escarpment. The techniques and parameters for development of the simulations are discussed and some preliminary interpretations of the results are evaluated by comparing their predictions to existing experimental and analytical data.
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade03_561_150_martens
id ecaade03_561_150_martens
authors Martens, Yuri and Koutamanis, Alexander
year 2003
title Realestate online information systems
doi https://doi.org/10.52842/conf.ecaade.2003.561
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 561-567
summary Several commercial real-estate sites provide listings of available commercial property on the Internet. These listings are generated on the basis of selection criteria as floor area, price and location. Despite the obvious utility of the listings and their promise for the transaction process and market transparency, one third of commercial realestate listing sites went bankrupt in 2001 and 2002. To provide an explanation for the failure, 63 commercial real-estate sites were analysed and classified into three basic business models: the Research / Information model, the Marketing model and the Transaction model. A common success factor for all models is the functionality of the site, especially interaction between the user and the available information. The paper proposes that the transfer of existing architectural representations, information-processing instruments and decision-taking tools is an essential component of future development towards integrated services that accompany a building throughout its lifecycle. This transfer amounts to (1) the addition of building and contextual information from standard documentation and online information services, (2) the derivation and coherent description of programmatic requirements database, and (3) advanced user interaction with building information.
keywords e-commerce, human-computer interaction, building information systems,web-based communication
series eCAADe
email
more http://www.re-h.nl
last changed 2022/06/07 07:59

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
doi https://doi.org/10.52842/conf.caadria.2002.151
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 8cc7
authors Chen, Julie
year 2002
title DAM: Digital Animation Museum
source University of Washington, Design Machine Group
summary The interaction of architecture and technology is, to many, simply a relationship between a building and the materials from which it is constructed. This thesis, however, explores the notion that architectural spaces and forms are influenced not only by construction technology, but also by everyday technology that we use to better our lives, and particularly focuses on the potential impact of wireless information technology on architecture. This thesis asserts that the implementation of information technology in architecture encourages greater interactivity between building and visitor and also increases flexibility in spatial programming. By incorporating wireless information technology as an essential design element of a museum, traditional notions of control points can be eliminated, and the building experience may be manipulated in a variety of ways to interact with and respond to visitor interests and preferences. In this way, both building and visitors are able to collaborate to produce a unique and individualized experience of the building space.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

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

_id 9f7b
authors Heylighen, Ann and Segers, Nicole M.
year 2002
title Crossing Two Thresholds with one Stepping Stone – Scenario for a More Comfortable Design Environment
doi https://doi.org/10.52842/conf.acadia.2002.145
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. 145-153
summary In architecture, design ideas are developed as much through interaction as by individuals in isolation.This awareness inspired the development of a dynamic architectural memory online, an interactiveplatform to share ideas, knowledge and insights among architects/designers in different contexts and atdifferent levels of expertise. User interaction revealed this platform to suffer from at least two thresholds:First of all, consultation during design is impeded by a physical threshold that separates the platformfrom the designer’s working environment. Secondly, designers tend to sense a psychological thresholdto share their ideas and insights with others. This paper proposes to cross both thresholds byconnecting the collective platform to a private design space, where designers can feel free to jot downand reflect on their ideas without fear for criticism, compromise or copying. This connection should allowthem to access the platform during the very act of designing, and to regulate to what extent they ‘giveaway’ their own ideas. The latter regulation is literally meant as a stepping stone that if not primes, thenat least paves the way for a sincere shift in mentality.
series ACADIA
email
last changed 2022/06/07 07:50

_id caadria2019_307
id caadria2019_307
authors Nguyen, Binh Vinh Duc, Peng, Chengzhi and Wang, Tsung-Hsien
year 2019
title KOALA - Developing a generative house design system with agent-based modelling of social spatial processes
doi https://doi.org/10.52842/conf.caadria.2019.1.235
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 235-244
summary The paper presents the development of an agent-based approach to modelling the interaction of human emotion and behaviour with built spaces. The study addresses how human behaviour and social relation can be represented and modelled to interact with a virtual built environment composed in parametric architectural geometry. KOALA, a prototype of agent-based modelling of social spatial dynamics at the core of a parametric architectural design environment is proposed. In building KOALA's system architecture, we adapted the PECS (Physical, Emotional, Cognitive, Social) reference model of human behaviour (Schmidt 2002) and introduced the concept of Social Spatial Comfort as a measurement of three key factors influencing human spatial experiences. KOALA was evaluated by a comparative modelling of two contrasting Vietnamese dwellings known to us. As expected, KOALA returns very different temporal characteristics of spatial modifications of the two dwellings over a simulated timeframe of one year. We discuss the lessons learned and further research required.
keywords Parametricism; generative house design system; architectural parametric geometry; human behaviour; social-spatial dynamics
series CAADRIA
email
last changed 2022/06/07 07:58

_id ga0222
id ga0222
authors Rocha, A. Medero and Danckwardt, Voltaire
year 2002
title Projeto Missões, Computação Gráfica Multimídia da Reconstituição Computadorizada da Redução de São Miguel Arcanjo no Rio Grande do Sul - Brasil
source International Conference on Generative Art
summary The Design Missions - Graphical Computation, recoups in a graphical and digital the pictures of the Church and the Reduction of São Miguel Arcanjo, RS, Brasil, allowing to the public a virtual stroll through the set at the time of its foundation in 1687. Initiate in 1990, the design refers the appropriation and implementation of the new computational technologies. The 3D model allows the dynamic visualization of the set, through aerial sights and walkthrough animations into the main streets and the inward of the central ship of the church. For the generation of the model, it was followed the principles of the architectural composition to decompose the parts, to be shaped, defining the architectural and composition elements. This COMPACT DISC, is one of the some medias of the Design Missions - Graphical Computation. In this proposal, the music was developed especially for the COMPACT DISC, looks for to reflect the poetical aspect of the interaction between light, shadow, of the inwards and exteriors, attenuating the technology of a virtual environment. In the integration between the art and the technology its recovered virtually, the poetical way, the memory of one of the icons of the identity of the Rio Grande do Sul, with the objective to keep alive, for the new generations, a patrimony that practically in ruins would have the souvenir of its lost real picture in the time.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0219
id ga0219
authors Schadewitz, Nicole and Jachna, Timothy
year 2002
title Using Social Interaction in Generative Design of Shared Virtual Spaces
source International Conference on Generative Art
summary The proposed paper outlines research findings in the field of generative design of visual virtual chat spaces. It discusses social interaction as a central determining factor in the generation of virtual spaces through and for chat communication on the World Wide Web. Social interaction in a chat room is based on communication using written text. The research and design results of this project involve the translation of chat statements into three-dimensional virtual objects according to - criteria derived from theories of virtual and social space, - the production of space through action and interaction of the users of the interface and - the translation of the components of written text (words and characters) into three-dimensional virtual forms. The generation of a dynamic, virtual, social structure is based on criteria deduced from systems of interaction within social space. The visual social structure, reflected in the shape and spatial relation of the three-dimensional objects, evolves as source for feedback processes and therefore as “re-generation” of social interaction. This paper documents the design, implementation and evaluation of the described system. It represents an outset and a first manifestation of a new project in cultural-differentiated user-interaction-centred generative approaches in interface design of chat room applications.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
doi https://doi.org/10.52842/conf.ecaade.2002.028
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. 28-33
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
email
last changed 2022/06/07 07:56

_id cf2011_p060
id cf2011_p060
authors Sheward, Hugo; Eastman Charles
year 2011
title Preliminary Concept Design (PCD) Tools for Laboratory Buildings, Automated Design Optimization and Assessment Embedded in Building Information Modeling (BIM) Tools.
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. 451-476.
summary The design of laboratory buildings entails the implementation of a variety of design constraints such as building codes; design guidelines and technical requirements. The application of these requires from designers the derivation of data not explicitly available at early stages of design, at the same time there is no precise methodology to control the consistency, and accuracy of their application. Many of these constraints deal with providing secure environmental conditions for the activities inside laboratories and their repercussions both for the building occupants and population in general, these constraints mandate a strict control over the building’s Mechanical Equipment (MEP), in particular the Heating Ventilating and Air Conditioning (HVAC) system. Due to the importance of these laboratory designers are expected to assess their designs not only according spatial relationships, but also design variables such as HVAC efficiency, air pressure hierarchies, operational costs, and the possible implications of their design decisions in the biological safety of the facility. At this point in time, there are no practical methods for making these assessments, without having constant interaction with HVAC specialists. The assessment of laboratory design variables, particularly those technical in nature, such as dimensioning of ducts or energy consumption are usually performed at late stages of design. They are performed by domain experts using data manually extracted from design information, with the addition of domain specific knowledge, the evaluation is done mostly through manual calculations or building simulations. In traditional practices most expert evaluations are performed once the architectural design have been completed, the turn around of the evaluation might take hours or days depending on the methods used by the engineer, therefore reducing the possibility for design alternatives evaluation. The results of these evaluations will give clues about sizing of the HVAC equipment, and might generate the need for design reformulations, causing higher development costs and time delays. Several efforts in the development of computational tools for automated design evaluation such as wheel chair accessibility (Han, Law, Latombe, Kunz, 2002) security and circulation (Eastman, 2009), and construction codes (ww.Corenet.gov.sg) have demonstrated the capabilities of rule or parameter based building assessment; several computer applications capable of supporting HVAC engineers in system designing for late concept or design development exist, but little has been done to assess the capabilities of computer applications to support laboratory design during architectural Preliminary Concept Design(PCD) (Trcka, Hensen, 2010). Developments in CAD technologies such as Building Information Modeling (BIM) have opened doors to formal explorations in generative design using rule based or parametric modeling [7]. BIM represents buildings as a collection of objects with their own geometry, attributes, and relations. BIM also allows for the definition of objects parametrically including their relation to other model objects. BIM has enabled the development of automated rule based building evaluation (Eastman, 2009). Most of contemporary BIM applications contemplate in their default user interfaces access to design constraints and object attribute manipulations. Some even allow for the application of rules over these. Such capabilities make BIM viable platforms for automation of design data derivation and for the implementation of generative based design assessment. In this paper we analyze the possibilities provided by contemporary BIM for implementing generative based design assessment in laboratory buildings. In this schema, domain specific knowledge is embedded in to the BIM system as to make explicit design metrics that can help designers and engineers to assess the performance of design alternatives. The implementation of generative design assessments during PCD can help designers and engineers to identify design issues early in the process, reducing the number of revisions and reconfigurations in later stages of design. And generally improving design performance.
keywords Heating ventilating and Air Conditioning (HVAC), Building Information Models (BIM), Generative Design Assessment
series CAAD Futures
email
last changed 2012/02/11 19:21

_id e8f8
authors Simpson, M.R.
year 2002
title The Virtual Designer: The Application of VRML to Collaborative Design
doi https://doi.org/10.52842/conf.caadria.2002.183
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 183-190
summary At present the architectural design process contains many inefficiencies. The tools of the collaborative design process tend to lack the high levels of interaction and communication required. All approaches in the modern design profession point to the utilisation of virtual space to maintain effective collaboration on all production levels. It is no longer relevant for outdated forms of physical communication to be expected to provide optimum collaborative work in the digital era. A new approach is needed. Rather than redesigning the process, the alteration of how communication between team members occurs is more appropriate.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 98b2
authors Takatalo, Jari
year 2002
title Presence and Flow in Virtual Environments: An Explorative Study
source University of Helsinki
summary Virtual environments (VEs) are thought to elicit a sense of presence to the user. The sense of presence is considered as a psychological experience of being in a world generated by the computer instead of using the computer from the outside. As a field of research the psychology of VE is quite new and not well explored. In this study the three components of the sense of presence are examined: spatial awareness, attention and the realness of the VE. The three components solution of presence is accused of following Cartesian tradition in separating perception from action. Interaction is considered an important part of the experience of presence. Some authors consider it as the only determinant of presence. The purpose of this study was to explore empirically this human experience. The idea was to integrate the presented presence components into a cognitive-emotional appraisal process from the environment. This type of an appraisal process in generating emotions dominates the field of modern psychological emotion theories. It has also been presented that similar appraisal process precedes optimal experience, i.e., flow. Flow has been used as a metrics to evaluate human computer interaction. However, there are only few studies in which both presence and flow has been measured. In this study the participants gained experiences while conducting a simple search task in a virtual CAVEtm. These experiences were measured with a questionnaire. Based on the results a three-dimensional framework was constructed. This framework integrated the experience of presence and interaction as well as an appraisal process from the environment based on one’s skills and challenges provided by the environment. In the appraisal process also personal relevance and evaluation of the interactivity of the VE are included. Framework also included two basic emotional dimensions arousal and control, which are considered important in producing the overall emotional experience. The framework was used to explain different endpoint experiences gained by the users. The results showed that the sense of presence is an integral part of the flow experience in VEs and in order to experience VE positively a user should experience both presence and flow in VE. Although, the framework needs more careful studying, it provides a fair depiction of the basic dynamics behind a subjective experience in VE.
series thesis:MSc
last changed 2003/02/12 22:37

_id 5bff
id 5bff
authors Tasli, S, Sagun, A
year 2002
title PROPOSALS FOR CREATIVE USES OF COMPUTER GRAPHICS IN ARCHITECTURAL DESIGN
source Digital Creativity, 13(3), 189-192
summary Computer graphics are used by architects mainly for presentation purposes. However, the rapid pace of the development of computer technology enables more creative applications. This research proposes the use of dynamically simulated computer graphics as an evaluation tool for architectural design. Since buildings are living entities, whole life cycles of buildings should be dynamically simulated in highly visualized virtual environments to evaluate the future performance of prospective designs. Two areas that seem especially promising for near future (evaluation of user-building interaction and visualization of environmental factors) are mentioned and some proposals are presented for the future use of dynamic simulations in virtual environments.
keywords Architectural Design, Dynamic Simulation, Virtual Environments, Performance evaluation, Design Media
series other
type normal paper
email
last changed 2009/07/08 06:54

_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 7798
authors Barrow, Larry
year 2002
title Elitism, IT and the Modern Architect Opportunity or Dilemma
doi https://doi.org/10.52842/conf.acadia.2002.097
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. 97-109
summary Information Technology (IT) is impacting architecture dramatically in process and form. Often thecurrent transformation of architecture is difficult to analyze and frequently we see confusion and anxietyregarding uncertainties for the future of the architect as designer and project leader. The currentpotentiality for new exotic form (i.e. product) is mesmerizing; however, in the current context, lessobvious issues and pertinent questions are emerging for the profession. What is the mission of theprofession? What will keep us relevant in the mist of the new global society?In this paper, we will take an evolutionary perspective of technology in architecture and draw parallelsbetween the Renaissance, which is the genesis of the modern architect, and the contemporary state ofarchitecture. The modern architect was birthed during the Renaissance where we see the retraction ofthe architect from the building site and separation from direct involvement in the building process.Communications technology (i.e. representation in the form of free-hand drawings, mechanical 2Dorthographic drawings and 3D perspectives) enabled the decomposition of the master builder into threecomponents (i.e. artist-designer, practicing_architect, and builder). Thus, we see technology enable thedenigration and ultimate dissolution of the centuries old craftsman guilds and the master builder. Thetechnology evolution of “drawings” enabled monumental change in the process of architecture over thepast five hundred years. The fission of the master builder, enabled by “drawings”, resulted in disparatefactions which are the forerunners of the modern day litigious design-bid-build project delivery. We nowincreasingly see a return to the fusion of design and building where often the architect is not the projectmanager or leader. Thus, the question looms, will the 21st century architect lead or be led, and whatare the ramifications for the profession?The historical Master Builder is re-emerging as a dynamically networked team of design andconstruction knowledge specialists. Bi-lateral knowledge exchange, enhanced with emerging IT, isoccurring between owners, managers, architects, design specialists, engineers, builders and machines.Technology is disrupting architecture, resulting in increasing specialization and compressed timeframes, and may require reevaluation of the role of the architect as project-leader "integrativegeneralist"or "design-specialist".Conclusively, the concept of ‘cybernetic architecture’ is proposed as an IT reference framework. Failureto appropriately respond to societal evolution, driven by technology, could result in the loss ofprofessional status for the modern architect. Herein lies our dilemma, or opportunity, depending on therole choice of the modern architect.
series ACADIA
email
last changed 2022/06/07 07:54

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