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 512

_id 7683
authors Healy, C.G. and Enns, J.T.
year 2002
title Perception and Painting: A Search for Effective, Engaging Visualizations
source Institute of Electrical and Electronics Engineers, Journal, March / April
summary Scientific visualization represents information as images that allow us to explore, discover, analyze, and validate large collections of data. Much of the research in this area is dedicated to the design of effective visualizations that support specific analysis needs. Recently, we have become interested in a new idea: Is a visualization beautiful? Can a visualization be considered a work of art? One might expect answers to these questions to vary widely depending on the individual and their interpretation of what it means to be artistic. We believe that the issues of effectiveness and aesthetics may not be as independent as they might seem at first glance, however. Much can be learned from a study of two related disciplines: human psychophysics, and art theory and history. Perception teaches us how we "see" the world around us. Art history shows us how artistic masters captured our attention by designing works that evoke an emotional response. The common interest in visual attention provides an important bridge between these domains. We are using this bridge to produce visualizations that are both effective and engaging. This article describes our research, and discusses some of the lessons we have learned along the way.
series journal paper
last changed 2003/04/23 15:50

_id d5e1
authors Bugajska, Malgorzata Maria
year 2002
title Spatial Visualization of abstract Information: A Classification Model for Visual Spatial Design Guidelines in the Digital Domain
source Swiss Federal Institute of Technology, ETH Zurich
summary Visualization of abstract information refers to the design of graphical representations of information that has no simple relation to known concrete or physical forms. Designing visualizations of abstract information requires proposing visual representation for often a large body of data pants. determining a meaningful structure for the complex relations among them and suggesting a method for Interacting with this body of data. Spatial perception plays an Important role for cognitive processing when interacting with abstract information, slice spatially-organized Information can be accessed and operated on rapidly and effortlessly, especially when a spatial arrangement reveals the conceptual organization of Information.

This thesis focuses on aspects of the spatial visual design of abstract information presented as computer-generated. dynamic and interactive images accessible through flat displays. The process of spatial visualization design is shaped by various factors including interactive, perceptual, navigational as well as organizational and metaphorical aspects and as such requires an interdisciplinary approach. Therefore, in researching spatial visual design. it is crucial to use methods facilitating the process of sharing competencies among different disciplines.

In this thesis, we introduce a new classification model accommodating features important in designing effective spatial visualizations of abstract information. To enhance the effectiveness of spatial visualization, this model offers a holistic approach in classifiying spatial Visualization features. As part of the model, we analyze properties already used in architectural representation and other visual design disciplines for spatial presentations as well as investigate their potential usage in digital domains of abstract information. The process of spatial visualization In the digital environment is mostly based on the practical experience of a designer. and therefore the majority of spatial design know-how is heuristic in nature. Based on this assumption, we present a set of guidelines addressing the general problem of spatial design.

The Spalial Design Classificahon Model, Visual Spatial Properties and Spatial Design Guidelines build an extendable infrastructure which becomes a first step towards augmenting the quality of spatial information design- We propose to use this infrastructure as a general blueprint for structuring the exchange of expertise in Interdisciplinary problem-solving processes.

series thesis:PhD
last changed 2003/05/15 12:22

_id 192eaea2001
id 192eaea2001
authors Kardos, Peter
year 2002
title Perceptual Evaluation of the Spatial Manifestations of Urban Structures
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary The objective of this contribution is to bring to the attention of the community of experts in the field of architectural simulation the interdependence of the spatial manifestations of material components of urban environments and the phenomena of visual perception and imagination which we practically employ in education, professional design and which we also try to use in our contact with the clients. The way towards finding new qualities of urban environments should be dominated by our efforts to understand and perceive the urban structure as a real space-time manifestation, which is being mediated to the user also as a sensually experienced image (scene). Its atmosphere and informative content give impulses for an individualized reaction from various aspects. The content of the experience is multileveled and the sensorial effects of its iconic components can be precisely verified by means of simulation processes in temporal sequences. Taking these aspects as basis, we are developing methods, which would by taking determined conditions into consideration, broaden the spectrum of research, verification, or evaluation of the real spatial manifestations and interactive actions in situ as well as their possible anticipation and performance in laboratory conditions. Perceptual simulation is, together with the significance of experiencing and evaluating the urban environment in the eye-level horizon, a starting point of spatial model simulation methods as a supportive experimental creative and verification tool. The new information technologies and the creative technical cooperation of analog and digital iconic simulation systems create unconventional possibilities for exact recording of information and impulses for the complicated transformational process engaging more actively the community in their participation. Practice in teaching architectural design has verified
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id bd05
authors Zarnowiecka, Jadwiga C.
year 2002
title In search of new computer tools: what does Bovill really measure in architecture?
doi https://doi.org/10.52842/conf.ecaade.2002.342
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. 342-345
summary Research is carried out concerning the use of computer programming techniques for architectural urban design. This research concerns a wide spectrum of tools involving all stages of the design process. Bovill claims that the progression of the perception of detail can be expressed by the use of Box-Counting Dimension. The lack of the needed progression of detail would be expressed by the decrease in the value of the dimension measured. However, doubts appear already at the stage of choosing the objects to be measured, as they are likely to be selected in an arbitrary way. Thus chances are increased for the easy confirmation of the correctness of the results obtained. It remains doubtful, however, whether in the case of a different selection of components measured the results would have been confirmed. The measurements are carried out on the drawings of the facades, or on details. Bovill left unanswered the issue of the “importance” of lines on drawings, i.e. which might, or even should be, left out. He also claims that the siding should not be taken into account during the measurements. This, however, brings the question of which elements of the drawing constitute siding, and which details. Therefore, would the drawings made by two people look identical and yield the same results of the Box-Counting Dimension measurements? By demonstrating diverse examples this paper discusses the possibilities of using Box-Counting Dimension (one of the fractal dimension of Mandelbrot) in design.
series eCAADe
email
last changed 2022/06/07 07:57

_id 138eaea2001
id 138eaea2001
authors Breen, Jack
year 2002
title A Room with a Different View
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary This contribution documents the developments, results and findings of an experimental design visualisation and presentation exercise entitled ‘A Different View of Delft’. The primary aim of this project was to make students aware of the potentials of the active utilisation of physical models for the sake of designerly enquiry. Furthermore the ambition was to explore new ways of using such model ‘environments’ for the benefit of design communication and presentation. For this exercise a ‘game’ situation with clear constraints and rules was developed beforehand. The students were to work out a proposal for a new exhibition space, as an annex to a – hypothetical – existing museum. The new space was to create a fitting ‘setting’ for a single work of art: Johannes Vermeer’s famous View of Delft. The maximum contours of the new exhibition space were given, along with clear guidelines concerning which walls and roof segments might be (partly) opened. The emphasis lay on the viewer’s ‘approach’ to the painting, its positioning and ‘framing’ in an architectural context. A designerly search involving form and space, the choice of colours and materials and particularly the strategic use of (natural) lighting.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:43

_id 1d66
authors Asanowicz, Aleksander
year 2002
title Hybrid Design Environment
doi https://doi.org/10.52842/conf.ecaade.2002.572
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. 572-576
summary This paper discusses some preliminary ideas concerning new design environment or environment of designing. Main thesis of this paper is that process of creation and perception of architecture proceed between Real and Virtual. Architecture is created by analog and/or digital media. A the result we have the multitude and diversity of spaces and tools. Defining these terms is important for understanding a new process of design and a new space of designing. It gives us possibilities to create the new design environment, in which creation of architectural form may be considered as an integrated process connecting the analog, the digital, the real and the virtual. Architectural space, as we know it from physical environments, is supplemented by a virtual space. Physical, architectural and virtual spaces share very similar features in simulation. In virtual models, the boundary between the representation of physical sites and imaginary, virtual sites is vanishing rapidly, resulting in a new reality.
series eCAADe
email
last changed 2022/06/07 07:54

_id 132eaea2001
id 132eaea2001
authors Borg, Manuela and Walz, Manfred
year 2002
title Orientation Strategies within Public Spaces as the Rudiments of Space Usage and Layout” – A Workshop Contribution
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary Our guiding questions in research are: - how does one orient oneself in an unknown urban space, - are there typical strategies in orientation, which become visible during the search process and finally:- do men and women orientate in the same unknown urban space in the same way or are there hints that they are following different strategies?Our long-term theme in research is to find out the regularity and the rules of the processes of moving and using public spaces. In the first step we are trying to find out in which way the individual perception of urban spaces in moving depends on the design of urban spaces. Therefore in our research design we try to explore the qualities of urban spaces which become visible in moving processes. It is one of the oldest questions of urban design and – by the way – nearly every architect or planner pretends to know everything on this subject. But nobody is yet able to predict real moving or using processes while designing. On the other side: the parameters of the material frame work are well known while moving and using processes are still nearly unknown.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia17_202
id acadia17_202
authors Cupkova, Dana; Promoppatum, Patcharapit
year 2017
title Modulating Thermal Mass Behavior Through Surface Figuration
doi https://doi.org/10.52842/conf.acadia.2017.202
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 202-211
summary This research builds upon a previous body of work focused on the relationship between surface geometry and heat transfer coefficients in thermal mass passive systems. It argues for the design of passive systems with higher fidelity to multivariable space between performance and perception. Rooted in the combination of form and matter, the intention is to instrumentalize design principles for the choreography of thermal gradients between buildings and their environment from experiential, spatial and topological perspectives (Figure 1). Our work is built upon the premise that complex geometries can be used to improve both the aesthetic and thermodynamic performance of passive building systems (Cupkova and Azel 2015) by actuating thermal performance through geometric parameters primarily due to convection. Currently, the engineering-oriented approach to the design of thermal mass relies on averaged thermal calculations (Holman 2002), which do not adequately describe the nuanced differences that can be produced by complex three-dimensional geometries of passive thermal mass systems. Using a combination of computational fluid dynamic simulations with physically measured data, we investigate the relationship of heat transfer coefficients related to parameters of surface geometry. Our measured results suggest that we can deliberately and significantly delay heat absorption re-radiation purely by changing the geometric surface pattern over the same thermal mass. The goal of this work is to offer designers a more robust rule set for understanding approximate thermal lag behaviors of complex geometric systems, with a focus on the design of geometric properties rather than complex thermal calculations.
keywords design methods; information processing; physics; smart materials
series ACADIA
email
last changed 2022/06/07 07:56

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id c735
authors Flanagan, Robert
year 2002
title Edge of the Rational CAD Universe Chronological Time and Achronological Incompatibilities in CAD
doi https://doi.org/10.52842/conf.ecaade.2002.390
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. 390-394
summary CAD’s limitations in architecture correspond with the capabilities of its machine intelligence. Five decades of research in Computer Aided Design (CAD) have resulted in its ‘mastery’ of architectural practice. However, the more rational the system becomes, the more inflexible is its behavior. Another problem is invariance, a tendency for science to focus on one problem at the expense of all others. The question of how CAD can transcend its role in automated building design and engage human perception is discussed in terms of chronological and achronological time. Sequencing the design process according to common temporal requirements is proposed.
series eCAADe
email
last changed 2022/06/07 07:51

_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
doi https://doi.org/10.52842/conf.acadia.2002.013
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
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 ae2a
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 24-27
summary This paper will discuss an unconventional methodology for using physical and digital media strategies interchangeably in a tightly structured framework for the integration of environmental control systems (ECS) principles into a third year design studio. An eight-step methodology enabled architectural explorations of rich tactile and luminous engagement. The principles that provide the foundation for these integrative strategies between a design studio and building technology course, spring from a systematic approach that follows the tradition of the Bauhaus principles (e.g., Albers, Moholy-Nagy, Kandinsky and Kepes) of craftsmanship and visual perception.A series of intense short workshops focused on day lighting, electric lighting, and skin vocabulary to lead students to consider these components as part of their form-making inspiration. Examples of student work and their feedback on this methodology process will show how the exercises were linked to allow for a clear design progression.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 65cb
authors He, J. and Tsou, J.-Y.
year 2002
title GIS-Based Visual Perception Assessment of Mountain Skyline: A case study of Jinzishan Hill and the building layout of an adjacent site planning project
doi https://doi.org/10.52842/conf.caadria.2002.241
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. 241-248
summary In this paper, we present a GIS based approach to evaluate the visual perception quality of mountain skyline. Through computer generated analytical maps and perspectives, this tool can assist planners to define the visual reservation scopes for mountain skyline within urban area. It also offers concrete data supporting for appropriate strategy in building layout or site planning to preserve valuable natural skyline scenery.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 3ffc
authors Kalisperis, L., Otto, G., Muramoto, K., Gundrum, J., Masters, R. and Orland, B.
year 2002
title An Affordable Immersive Environment in Beginning Design Studio Education
doi https://doi.org/10.52842/conf.acadia.2002.047
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. 47-54
summary This paper presents work exploring the potential of virtual reality (VR) within an affordable environmentin the early years of architectural education has been limited. Through an immersive environmentsystem in the studio, students create space by manipulating solids and voids while evaluating theanthropometric relations of the proposed solution. The students are able to study and test conceptualdetails in a virtual environment from the very beginning of their architectural design project.We carried out a usability study in order to assess student perception of the usefulness of varioussystem attributes for diverse tasks. Thirty-five surveys were collected from the students who had usedthe system. Observations indicate that within the architectural context, virtual reality techniquesinvolving depth perception can convey relevant information to students more efficiently and with lessmisrepresentation than traditional techniques.
series ACADIA
email
last changed 2022/06/07 07:52

_id d5ac
authors Kalisperis, L.N., Otto, G., Muramoto, K., Gundrum, J.S., Masters, R. and Orland, B.
year 2002
title Virtual Reality/Space Visualization in Design Education: The VR-Desktop Initiative
doi https://doi.org/10.52842/conf.ecaade.2002.064
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. 64-71
summary Although virtual reality (VR) is a fast-growing field, utilization of its potential within an affordable environment in the early years of architectural education has been limited. Currently, we are in the process of exploring the educational potential of virtual reality in the creation and understanding of space as a set of dynamic volumes that can be experienced. The VR-Desktop initiative is an effort to bring the salient features of projection-based VR to second-year architecture students in a way that is more generally accessible than the many canonical, first-generation, projection-based VR systems. The VR-Desktop has been implemented in the teaching of the architectural design studio in the second year of a fiveyear curriculum, as part of the physical architectural studio. Through the VR-Desktop system in the studio, students immediately start working in an immersive environment. They create space by manipulating solids and voids while evaluating the anthropometric relations of the proposed solution. The students are able to study and test conceptual details in a virtual environment from the very beginning of their architectural design project. In order to assess student perception of the usefulness of various system attributes for diverse tasks, we have begun a usability study. Thirty-five surveys were collected from the students who had used the lab during the two semesters for which the two-screen system was available. Preliminary observations indicate that within the architectural context, virtual reality techniques involving depth perception can convey relevant information to students more efficiently and with less misrepresentation than traditional techniques. This paper suggests that full field of view, motion, stereoscopic vision, and interactivity are possible components of the 3D visualization techniques that are necessary to enhance architectural education
series eCAADe
email
last changed 2022/06/07 07:52

_id 5c07
authors Lee, H.-L., Liu, Y.-T., Chen, S.-C., Tang, S.-K. and Huang, C.-P., Huang, C.-H., Chang, Y.-L., Chang, K.-W. and Chen, K.-Y.
year 2002
title A Comparative study of protocol analysis for - Spatiality of a Text-based Cyberspace
doi https://doi.org/10.52842/conf.ecaade.2002.262
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. 262-266
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN The adaptation of the word cyberspace (Gibson, 1984) following the emergence of the World Wide Web Internet not only succinctly revolutionized the correlation of time and space but also poised to challenge how we view the existing spatial concept. This research tries to use protocol analysis to examine text-based cyberspace, such as bulletin board, chart rooms and so forth, and the objective of this research is to realize the spatiality of cyberspace through the cognitive point of view, and to compare the differences of the definitions and perception ways of spatiality between people with general domain and in design fields. Finally, we validate the existence of cyberspace, where the process not only allows further categorization of spatial elements concluded from the earlier study, but discover that varied backgrounds can affect how a user defines and perceives cyberspace (Strate, 1999).
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id ddssar0222
id ddssar0222
authors Mahdavi, Ardeshir and Gurtekin, Beran
year 2002
title Shapes, Numbers, Perception: Aspects and Dimensions of the Design-Performance Space
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The design-performance space denotes a virtual space that can be constructed based on discretized design variables and performance indicators. For an n-dimensional design-performance space, n = d + p,whereby d = the number of discrete design variables, and p = the number of discrete performance indicators. Once constructed, this space can be visualized and used by the designer to explore the relationship between design variables and corresponding performance attributes. We present, for the building design domain, an approach to generation and exploration of the design-performance space. In this approach, an initial design is used to generate a set of alternative designs that collectively constitutethe design space. One way of doing this relies on the "scalarization" of design variables. The scalarization leads to the representation of a building as a point in a d-dimensional design space. Each coordinate ofsuch a space accommodates a salient (semantic or geometric) design variable. Subsequently, the entire corpus of design alternatives is subjected to performance modeling. Based on the modeling results, an ndimensionaldesign-performance space is constructed. We specifically address the potential for and limitations of describing building geometry in terms of a continuous scalar dimension of the design space. We introduce the concept of "Relative Compactness", which is derived by comparing the volume tosurface area ratio of a shape to that of a (compact) reference shape with the same volume. We present the results of an empirical study, which shows a significant correlation between the numeric values of relativecompactness and the subjective evaluation of the compactness of architectural shapes.
keywords Buildings, design, performance, simulation, geometry
series DDSS
last changed 2003/08/07 16:36

_id 24eaea2001
id 24eaea2001
authors Ohno, R., Katayama, M., Komatsuzaki, T. and Soeda, M.
year 2002
title Development of a Visual Simulation System Synchronized with Walking Motion - An application for a study of distance perception
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary Conventional visual simulators allow observers to move in the simulated space by using a mouse or a joy-stick without the kinesthetic feeling of motion. However, the link between visual image and body motion is important to perceive the environment, especially when people are walking. In this paper, a visual simulation system was designed to synchronize the subject's walking motion on a treadmill with the video image shown on a HMD. In order to detect the walking motion, sensors were attached to both subject’s ankles. According to the detected motion, the treadmill rotates and a CCD camera moves in a model space. Because of the sensors’ low sensitivity and the time lag between the detected motion and treadmill rotation, the subjects couldn’t walk smoothly. Therefore, the walking speed which synchronizes with the video image was kept constant for each subject and the experimenter started up and stopped the simulator. The validity of this simulation system was examined by comparing the accuracy of distance estimation using the new simulator with that using the conventional system without walking motion. The “distance reproduction” method was applied to measure the perceived distance: subjects walked 25 meter in a real setting without being told the distance, and were asked to move the same distance in different conditions. Since the distance estimation became accurate in the condition with the walking motion, the validity of this simulator was secured. The following experiment was intended to investigate the influence of physical environmental features on perceived distance by using the simulation system. We operated some features using a scale model of a route and examined their influences. Subjects were asked to "walk" through a path consisted of two spaces with different physical features, and to respond by showing the proportion of the length of those two spaces. The result revealed that the distance of a narrower and lower ceiling path where people perceive clearer line perspective and faster optical flow tends to be perceived longer.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

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