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 514

_id ga0230
id ga0230
authors Annunziato, Mauro and Pierucci, Piero
year 2002
title Human-Artificial Ecosystems: Searching for a Language
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories toexplore the emergence of social behaviors like competition, cooperation, relationships and communication [3, 5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tools to explore some basic aspects of the evolution [1, 2, 3, 9, 11, 12, 13, 14, 15, 16].
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id 8869
authors Ataman, Osman
year 2002
title Historical Analysis of Building - (Re)Construction in Olivette Park, USA
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 63-66
summary From 1959 to 1990, East St. Louis, Illinois deteriorated from an “All-American City” to a national symbol of urban blight. Located on the Mississippi River, the East St. Louis of today faces severe economic, social, and environmental problems. Nearly onequarter of the city’s work force is unemployed and about 40 percent of families are living below the poverty level. But East St. Louis was not always a distressed community. With strong ties to St. Louis and the surrounding region, East St. Louis onceflourished as the country’s second busiest railroad hub. Powerful economic and socio-political forces, as well as unfortunate historical circumstance, propelled the city into a downward spiral that drastically decreased the quality of life in East St. Louis. This paper presents the digital re-construction of the buildings and the analyses of the historical aspects of the housing construction and types in this area. Furthermore, it reports the survey and assessment of the quality of building stocks based on therevitalization plan that will provide some guidelines and suggestions for improvement, stability, and future needs.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ga0217
id ga0217
authors Bentley, Katie A.
year 2002
title Exploring Aesthetic Pattern Formation
source International Conference on Generative Art
summary This paper is an exploration of an interdisciplinary nature. Through studies in fine art, pattern formation in nature, and artificial life, a mechanism for the artistic process is presented. Asynchronous updating schemes implemented in cellular automata and pheromonal agent swarms were evolved to produce aesthetic patterns and compared favourably to non-evolved synchronous production methods. The curious adaptive properties of the resulting patterns were investigated.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:16

_id ec4b
authors Braga, Gisele Pinna and Ferrarini, Renato
year 2002
title Estratégia de atividade para a motivação do discente no curso de Design Gráfico [Activity strategy for the learning motivation in the Graphic Design course]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 248-251
summary The Graphic Design students of Universidade Tuiuti do Paraná demanded a more motivating teaching metodology. The learning process should be more efficient and the students should participate more in proposed activities. In order to maximize learning, some activities that simulated the real professional life were created. The leaning process was idealized to bring real experience. Students were guided to produce and manage the creation process, in order to make the academic exercise similar to real life. Allthe students were involved in a pedagogical dinamic, in which teorical concepts were sistematically studied in specific time to support practical activities.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ga0212
id ga0212
authors Colakoglu, Birgul
year 2002
title An Informal Shape Grammars for Interpolations of Traditional Bosnian Hayat Houses in a Contemporary Context
source International Conference on Generative Art
summary This paper explores the use of an informal shape grammar method for Hayat house form interpolations. Interpolations are new house forms, which carry stylistic characteristics of an existing design language but are inserted into a context, which responds to a contemporary life style. The study is based on a corpus of eight Hayat houses designed in the classic Ottoman style in the 18th and 19th century in Sarajevo. The hayat is a large shaded gallery open to the garden. It occupies the most important place in the composition of the plan. In this study, a form-driven design strategy is applied. The emphasis is given to new house form generation. The generation of a new house form within the grammar proceeds in four steps: (1) Primitive hayat house generation, (2) sub-house generation, (3) House variations, (4) House development. The shape rules used in the process of hayat house interpolations are mostly informal and explain in general terms how certain parts of the form are modified.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddssup0205
id ddssup0205
authors Deguchi, A., Tabira, Y., Matsuura, H., Nakano, H. and Arima, T.
year 2002
title Integration System of Archaeological and Geographical Informationfor Planning in Historical Regions
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary This study aims to construct the GIS for supporting the planning process and archaeological analysis in the historical regions by integrating geographical data and archaeological data on the sites with ruinsand remains in various period from ancient through medieval which had been buried and was recently excavated in geologic layers and mounds. First, for understanding the trends of environmental condition the excavated sites, we analyze the relationship between the site location and the condition ofgeography and natural environment by using the constructed system.Secondary, we develop the system to make it possible to browse and operate the information on the GIS through the internet. This web GIS constructed by us supports sharing the information on planning for preservation of historical sites among city planners, archaeologists and citizens, and serve as a tool for the collaboration and the coordination of urban development and historical preservation. Finally, as the application with the GIS, we show the results of case studies and point out the merits and effects about usage of the GIS for archaeological analysis as well as learning the local history.
series DDSS
last changed 2003/08/07 16:36

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
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. 13-23
doi https://doi.org/10.52842/conf.acadia.2002.013
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_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 sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id 36d5
authors Hanser, D., Halin, G. and Bignon, J.-C.
year 2002
title Toward a user adaptive vision of architectural projects
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. 238-245
doi https://doi.org/10.52842/conf.ecaade.2002.238
summary The architectural conception is a particular cooperation situation. One characteristic of this cooperation is a “mutual prescription” between actors through a specific relational organization. Then each actor keeps up specific relations with others people (designers, project managers,…) but also with documents and activities. The representation of such network, which characterizes each project, is the one of the objectives of the “Relational model”. The existing groupware tools can not be directly used in the framework of the architectural conception. They require a high level of definition of procedures and exchanges, which is incompatible with the flexibility of current practices. The second objective of this model is to give to each actor an adapted vision of the project evolution. This representation has to be adapted to the role and the participation of the actor at each moment of the project life cycle. We propose in this article an open hyperdocument structure based on a relational model of cooperation. Some experimental views and navigations are exposed and commented. The integration of this new dimension allows to propose to the user an adapted vision of the project by taking into account the role he plays inside the project.
series eCAADe
email
last changed 2022/06/07 07:49

_id 29b8
authors Hanzl, Malgorzata
year 2002
title The Role of Virtual City Models in Urban Tissue Evaluation
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. 396-399
doi https://doi.org/10.52842/conf.ecaade.2002.396
summary The shape of town is the main issue which planners deal with. The function of some buildings and urban facilities is flexible, it changes in time. The appearance of city public areas and, what follows, the life conditions of its inhabitants, depends on elements of the town structure - the surrounding buildings, their density, state and form. All lasting elements of the city form its shape which reflects urban processes which have been taking place over ages. The aim of this paper is to define how latest computer technology can be used as an aid in the evaluation of the town landscape.
series eCAADe
email
last changed 2022/06/07 07:49

_id ga0213
id ga0213
authors Herr, Christiane M.
year 2002
title Generative Architectural Design and Complexity Theory
source International Conference on Generative Art
summary During the past decades, complexity theory has evolved as a new discipline that provides a broad scientific perspective towards dynamic real-life phenomena, challenging the classical linear worldview as well as simple cause-and-effect-style Newtonian physics. For architects, the advent of this new science offers the challenge as well as the chance to reconsider common design approaches and to invent new strategies based on the new paradigms. The actual application of complexity theory to architectural design, however, results in a fundamental dilemma: How can a reflective, ultimately retrospective body of thought (complexity theory) be applied to prospective design challenges (architecture)? Being part of a current MArch thesis project, the proposed paper focuses on this general dilemma between architectural design and complexity theory and discusses actual as well as potential future generative architectural design approaches involving complexity theory. Generative design strategies commonly apply algorithmic methods and formalisms, which can conveniently produce and deal with high levels of complexity. Complexity describes general properties of a system and can be further dissected into several modes: epistemic, ontological and functional complexity. This taxonomy offers insights into generative design applications, which have mostly focused on a limited set of complexity modes. Besides complexity generated by sheer numbers, aspects like functional or hierarchical complexity offer further perspectives on generative systems, processes and output. Considering these aspects of complexity theory, future challenges to generative architectural design can be predicted.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id caadria2006_581
id caadria2006_581
authors KUO-HSIEN HUANG, CHING-HUI HUANG
year 2006
title APPLICATIONS OF THE DIGITAL MODEL DATABASE FOR TAIWAN CITY AND ARCHITECTURE: The interactive entertainment platform
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 581-583
doi https://doi.org/10.52842/conf.caadria.2006.x.d1a
summary In Taiwan, the National Science Council (NSC) has launched the “National Digital Archives Program” (NDAP) since 2002. We participated in two projects: “The 3D digital museum of Taiwan city and architecture” and “Digital model database and professional service for Taiwan city and architecture”. The first one attempted to build a virtual museum for Taiwan city and architecture through the past four hundred years. The second one was a value-added project which intended to further apply the digital contents of the previous one. This project was consisted of 3D refined data, digital knowledge database, and architecture professional service. We were responsible for the 3D refined data. As a result, the digital model database included three cities: Hsinchu, Chiayi, and Tainan, as well as sixty-four architecture models. The interactive entertainment platform is an important leisure in our daily life. In general, the interactive entertainment includes five types: arcade game, PC game, on-line game, TV game, and mobile entertainment. This research pays attentions to the arcade game which presents dynamic interactions between machine and users. Following the improvements of design techniques, we have opportunities to experience many arcade games with different purposes, such as drum game, dance game, and fishing simulator. However, we further apply the digital model database to create an interactive entertainment platform for a racing arcade game.
series CAADRIA
email
last changed 2022/06/07 07:50

_id a20e
authors Lin, H.T. and Chiu, Mao-Lin
year 2002
title From Urban Landscape to Information Landscape: Digital Tainan as an Example
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. 101-108
doi https://doi.org/10.52842/conf.caadria.2002.101
summary Urban landscape is an important visual form to reflect the characteristics of a city. This paper attempts to transform the urban landscape into information landscape to reveal the city characters, build a web-based system to navigate the 3D city model, and better understand the urban life by scene-based scenarios and role-play. The Digital Tainan project is presented for demonstration and discussion.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ddssar0223
id ddssar0223
authors Mahdavi, A, Suter G. and Ries, R.
year 2002
title A Representation Scheme for Integrated Building Performance Analysis
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary This paper presents a representational scheme for integrated building performance analysis. The underlying research work was motivated by the need for seamless exchange of structured design information.A comprehensive and widely accepted industry standard suitable for exchanging design information among the various AEC (Architecture/Engineering/Construction) applications has yet to emerge. As a contribution to this on-going discussion, we present a specific approach to the integration problem in building product modeling. This approach can be viewed as pragmatic or bottom-up in the sense that itwas driven by the informational needs of related individual domains (particularly in the early stages of design) rather than by a quest for a universally applicable solution. In this paper, we describe a schemawhich emerged from the SEMPER effort, a multi-year project aimed at supporting detailed performance analysis for early design in the energy, life-cycle analysis, lighting, and thermal comfort domains. Thisschema relies on a representational division of labor between a shared building model, and various disciplinary (domain) models. Specifically, we present a documentation of the shared object model together with disciplinary models for the energy, light, acoustics, and life-cyle assessment domain.
keywords building product models, building performance, integration
series DDSS
last changed 2003/08/07 16:36

_id 6862
authors Ozel, Filiz and Kohler, Niklaus
year 2002
title Data Modeling Issues in Simulating the Dynamic Processes in Life Cycle Analysis of Buildings
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. 187-195
doi https://doi.org/10.52842/conf.acadia.2002.187
summary Typically, in simulating the dynamic processes in buildings, data modeling efforts require the modelingof the building geometry, its components and the relationship between these components, as well asthe modeling of the process that is under study. For example, in simulating the life cycle of a building,one must simulate the flow of materials as well as the flow of information as part of the processmodeling, while a component model is needed to represent the building as an artifact. A third aspect ofthis modeling effort constitutes the simulation of human intervention, i.e. the decision process that mightaffect the nature of the building itself as well as the process that acts upon it. For example, the decisionto remodel a certain component clearly affects both the component itself as well as the process ofaging, when life cycle of buildings is simulated. This paper looks at the data modeling requirements ofthe simulation of building life cycle within the context of the three parameters mentioned above: datamodel for buildings; process models and decision models. Temporal issues in data modeling, such asversioning for components, keeping track of data that are related to change and remodeling, andbuildings as temporal-spatial entities for life cycle analysis purposes are also addressed.
series ACADIA
email
last changed 2022/06/07 08:00

_id ddssup0216
id ddssup0216
authors Saarloos, D.J.M., Arentze, T.A., Borgers, A.W.J. and Timmermans, H.J.P.
year 2002
title Towards a Local Planning Support System,Introducing the MASQUE Framework
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary Urban planning is an important instrument for improving the quality of life, but it is hampered by the fact that the effects of many decisions, to be made by the planner, are practically unknown or at best unclear. The high level of complexity, uncertainty and subjectivity involved in urban plan development is seriously troubling the planner. One way of facilitating the plan development process, and potentially improving the decision-making, is developing a Planning Support System (PSS) that combines artificialintelligence with a gamut of computational tools that support the process. At the Eindhoven University of Technology a research program is conducted to develop such a system for local urban planning in the Netherlands. The system, named MASQUE (Multi-Agent System for supporting the Quest forUrban Excellence), applies Multi-Agent technology to incorporate multidisciplinary expertise on both tools and domains as well as to enable intelligent guidance and assistance towards the user. Strong emphasis is put on the scenario-based way of working that is common in urban planning. This paper puts forward the difficulties faced in local planning practice and discusses the possibilities for computer-assistance. This finally resolves into the introduction of the MASQUE framework, describing how the system is organized and how the agents will be involved.
series DDSS
last changed 2003/08/07 16:36

_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 64ce
authors Swartz Dodd, Lynn and Kensek, Karen M.
year 2002
title Potentials and Pitfalls: Case Studies on Including 3D Modeling in a Traditional Arts and Letters Course
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 222-224
summary Reconstructions of ancient and modern places, whether concrete or virtual, embody dynamic and varied relationships to the physical remains they represent. Further, they are situated in a complex, fluid dialectic between the modern moment in which the reconstruction is attempted and the previous time when the buildings or spaces were actually, originally created.In this paper, we are exploring the theoretical, pedagogical and practical issues raised by implanting these sorts of reconstructions in the context of an undergraduate, arts and letters university course. In particular, we will examine one aspect of this practice relevant to all facets of the use of reconstructions in teaching: communicating the nature of the evidence onwhich reconstructions are based.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 6fff
authors Talvittie, Juha
year 2002
title The Influence of Information and Communication Technology on Spatial Development and Planning
source CORP 2002, Vienna, pp. 453-456
summary We live in an era of rapid change moving towards the information/knowledge/network society. eCity, eRegion, eCountry, eEuropeand the like are targets of many authorities round the world. One of the driving forces of this development is the new information andcommunication technology, ICT. This technology has developed rapidly during the last 20 years and the pace of development of newtools and applications is intense.The microprocessor, personal computer, mobile phone, e-mail, Internet, WWW and a number of software are good examples of ICT.The use of these tools is growing continuously and rapidly. The productivity of industries and effectiveness of services haveincreased. Civil society has found new ways of networking. Individuals have easy access to information around the world. Mobileand wireless communication is becoming commonplace.One aspect of ICT has been rarely discussed and that is: will ICT affect spatial development. During the agrarian era rural areas werethe focus of life, during the industrial era urbanisation took place. Railways and roads shaped spatial structures. Moderntelecommunications can be seen not only as a new way to behave but also as new kind of traffic. New ICT is not limited by location;it affects place and distance as the determinants of location. Thus it can be predicted that ICT as an essential element of informationsociety will reshape in the long run current regional, urban and rural structures and create new spatial forms for urban and rural life.Although there is still only little empirical evidence about n_w spatial development tendencies, a number of scientists have describedthese changes and illustrated what could happen. Land use planners should be aware of these development tendencies and beprepared for the new challenges they are facing.
series other
email
more www.corp.at
last changed 2002/12/19 12:13

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