CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 513

_id da49
authors Maher, Mary Lou and Gero, John S.
year 2002
title Agent Models of 3D Virtual Worlds
doi https://doi.org/10.52842/conf.acadia.2002.125
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. 125-135
summary Architectural design has relevance to the design of virtual worlds that create a sense of place throughthe metaphor of buildings, rooms, and inhabitable spaces. The design and implementation of virtualworlds has focused on the design of 3D form for fast rendering to allow real time exploration of theworld. Using platforms that were originally designed for computer games, some virtual worlds nowcontain preprogrammed interactive behaviors. We present an agent model of virtual worlds in which theobjects in the world have agency, that is, the objects can sense their environment, reason about theirgoals, and make changes to the environment. This agent model is presented and illustrated using a wallagent. Following from the wall agent, we generalize how agency can be attached to any 3D model in avirtual world.
series ACADIA
email
last changed 2022/06/07 07:59

_id 9c41
authors Ahmad Rafi, M.E., Chee W.K., Mai, N., Ken, T.-K. N. and Sharifah Nur, A.S.A. (Eds.)
year 2002
title CAADRIA 2002 [Conference Proceedings]
doi https://doi.org/10.52842/conf.caadria.2002.
source 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, 370 p.
summary Evolution of trends in the realm of computer aided architectural design (CAAD) has seen the convergence of technologies – complementing traditional tools with emerging sciences like Information Technology (IT) and multimedia applications. This appliqué of technologies has not just expanded the scope and enhanced the realm of CAAD research and practice, but is also breaking new frontiers. This creative nexus will be realised at the 7th International Conference on Computer Aided Architectural Design Research In Asia (CAADRIA 2002) to be held at the Faculty of Creative Multimedia, Multimedia University, Malaysia, between 18th-20th April, 2002. CAADRIA 2002’s theme, "Redefining Content", seeks to recognise and infuse these emerging components in the field of architecture and design with a holistic approach towards online, digital and interactive systems. The 41 papers compiled were selected through a blind review process conducted by an international review panel. To reflect the multi-disciplinary nature of this year's conference, the chapters are arranged topically to facilitate the in-depth study of key components. The component sessions include: // Web Design, Database and Networks // CAD, Modelling and Tools // Collaborative Design, Creative Design and Case Reasoning // Simulation and Prototyping // Virtual Environment and Knowledge Management // Design Education, Teaching and Learning /// We believe that this specialised approach will provide a deeper and more illuminating feel of the various components and their critical convergence in the field of architecture and design.
series CAADRIA
email
more www.caadria.org
last changed 2022/06/07 07:54

_id sigradi2023_428
id sigradi2023_428
authors Armagno, Ángel
year 2023
title The spatial discourse of Power Architectures in Kurt Wimmer's film "Equilibrium".
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1421–1432
summary This article explores the correlation between the language of cinema and the architectural spatial discourse of power depicted in the film Equilibrium (Wimmer, 2002). This connection is examined through a discursive approach to communication studies. To analyze a specific sequence from the chosen film, a two-stage multimodal analysis was conducted. Initially, the visual analysis method proposed by Kress and Van Leeuwen (2006) designed for the representation of social actors, was employed. Subsequently, in the second stage, sociological and conceptual associations were drawn from the diverse semiotic resources identified in the first phase. The analyzed case revealed several intertextual relationships, among them; Hitler's figure recontextualized as an exemplifying archetype; the panopticon concept representing the spatial power dynamics; the presence of the German zeppelin symbolizing dominance and spreading propaganda through loudspeakers; the religious iconographic influence, its forms and symbols, contributing to a cultural identity inseparable from the history of the Western world.
keywords Cinema, Power Architectures, Critical discourse analysis, Multimodality, Intertextuality
series SIGraDi
email
last changed 2024/03/08 14:08

_id ac57
authors Bae, H.A., Kim, M.R., Shin, S.Y., Kim, H.A. and Yoon, C.S.
year 2002
title An Application of Photogrammetry Measuring Technology to Parametric Modeling of Korean Traditional Wooden Structure
doi https://doi.org/10.52842/conf.caadria.2002.139
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. 139-146
summary To construct a 3D parametric model of Korean traditional wooden structure, the fundamental process is to obtain the dimensions of each building. An application of measuring high technology helps this process accomplished more efficiently. However PhotoModeler is a photogrammetric program to measure the dimension using photographs. The information derived from PhotoModeler is used to clarify the design rule inherent in a Korean traditional mansion type building - UnHyun Palace.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ga0206
id ga0206
authors Biles, John A.
year 2002
title GenJam in Transition: from Genetic Jammer to Generative Jammer
source International Conference on Generative Art
summary GenJam, short for Genetic Jammer, is an evolutionary computation (EC) based software agent that models a jazz improviser. Recently GenJam has evolved away from its roots as an interactive genetic algorithm toward its current state as an autonomous generative system. GenJam has retained its chromosome-based representations and mappings, its intelligent selection, crossover and mutation operators, and its real-time interactive performance capabilities. However, it no longer needs any explicit representation of fitness, which arguably makes it no longer an EC system. This paper considers GenJam as a generative art system. Generative art produces “unique and non-repeatable events” that express a designer’s generating idea. The designer’s generating idea defines a species of events, represented in a genetic code. In music, these events could be individual notes, melodic phrases, even entire pieces. In GenJam the events are four-measure phrases, or “licks” in the jazz vernacular. The format for the genetic code, then, defines a species space from which unique individual events can be generated. Uniqueness is important in jazz because improvisation must be spontaneous and “new.” Hence, improvisation is tailor-made for the generative art paradigm, and in fact, one could argue that improvisation is, by definition, the purest example of generative art applied to music. In other words, generative music is improvisation, and GenJam is the Generative Jammer.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:16

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id 09a8
authors Chiu, M.L., Lin, C.J., Jeng, T.S. and Lee, C.H.
year 2002
title Re-Searching The Research Problems with CAAD: Datamining in i-CAADRIA
doi https://doi.org/10.52842/conf.caadria.2002.031
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. 031-38
summary This study attempts to develop an online CAAD research archive of conference papers, i-CAADRIA, and apply data mining techniques to find research patterns. Research papers are clustered for building semantic relationship. The system and early feedbacks are presented. This study suggests that smart web query and user interface can enhance our understanding of the research patterns.
series CAADRIA
email
last changed 2022/06/07 07:55

_id ga0220
id ga0220
authors Eleni, P., Turner, A. and Thum, R.
year 2002
title Interacting unities: an agent-based system
source International Conference on Generative Art
summary Recently architects have been inspired by Thompson’s Cartesian deformations and Waddington’s flexible topological surface to work within a dynamic field characterized by forces. In this more active space of interactions, movement is the medium through which form evolves. This paper explores the interaction between pedestrians and their environment by regarding it as a process occurring between the two. It is hypothesized that the recurrent interaction between pedestrians and environment can lead to a structural coupling between those elements. Every time a change occurs in each one of them, as an expression of its own structural dynamics, it triggers changes to the other one. An agent-based system has been developed in order to explore that interaction, where the two interacting elements, agents (pedestrians) and environment, are autonomous units with a set of internal rules. The result is a landscape where each agent locally modifies its environment that in turn affects its movement, while the other agents respond to the new environment at a later time, indicating that the phenomenon of stigmergy is possible to take place among interactions with human analogy. It is found that it is the environment’s internal rules that determine the nature and extent of change.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0207
id ga0207
authors Fischer, T.
year 2002
title Computation-Universal Voxel Automata as Material for Generative Design Education
source International Conference on Generative Art
summary This paper is a report on the educational application of a voxel automata system for massively parallel execution of computation-universal cellular units in the generative design field. The software, designed and co-developed by the author to enable developmental strategies in generative design - for example with respect to 3D design generation, semantic self-evaluation and self-replication - was applied in teaching at the School of Design at The Hong Kong Polytechnic University to achieve two goals: to teach programming as part of the School’s Interactive Systems Design stream and to teach generative concepts at a theoretical, yet hands-on and highly intensive level. An introduction to the software, its development and its functions as well as a discussion of the teaching/learning experience is given, highlighting design educational aspects and student design work. The paper concludes with an analysis of how student approaches to generative concepts have been affected by the tool and how ideas and feedback from students have supported the ongoing development of the voxel automata system and its documentation.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id caadria2011_072
id caadria2011_072
authors Gallas, Mohamed-Anis; Didier Bur and Gilles Halin
year 2011
title Daylight and energy in the early phase of architectural design process: A design assistance method using designer’s intents
doi https://doi.org/10.52842/conf.caadria.2011.761
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 761-770
summary The integration of daylighting from the beginning of the design process can help designers to create buildings that respect their environment benefit from the solar gain thus giving an answer to illumination and energy needs (Bodart et al, 2002). This paper proposes a declarative assistance method/tool designed for the early design phase. This method assists the designer in integrating the daylight and its energetic impact from the beginning of the architectural design process by means of intents. The intents are related to the daylight, energy and spatial configuration aspects of the architectural project. The method translates the designer’s intents into potential solutions. They are the first formal representation of the architect’s intents that could be customized and altered during the next architectural design phases.
keywords Daylight; energy; early design phase; design support; intents
series CAADRIA
email
last changed 2022/06/07 07:50

_id ga0204
id ga0204
authors García-Salgado, Tomás
year 2002
title Modular Perspective as a Method for Generative Design
source International Conference on Generative Art
summary Apparently there are many methods for perspective but if we categorize them there are just a few. Some criterions of classification relate perspective to the so-called 1-point, 2-point and 3-point methods, others —more formally— to projective geometry, descriptive geometry or vectorial algebra. Of course we cannot forget to mention the early treatises on perspective such as Alberti’s Della Pittura or Piero’s De Prospectiva Pingendi, which escapes any classification. Our aim on this article is not precisely to solve the classification problem rather we propose a new comprehensive method for perspective, capable of 3D representation without using vanishing points.The modular perspective method allows us to work in true three-dimensionality on the perspective plane (PPl). We will explain how to measure directly on the PPl the triad coordinates (x, y, p) of a given point into the visual space, and how to play with the symmetrical planes X and Y (SPl X/Y) in order to generate or recover data. Finally we will explain how to employ modular perspective in generative design formal-process through an example of application.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0211
id ga0211
authors Gartland-Jones, Andrew
year 2002
title Can a Genetic Algorithm Think Like a Composer?
source International Conference on Generative Art
summary There has now been a substantial body of work utilising Genetic Algorithms (GA) for the purpose of musical composition. A common point of discussion is how far GA’s can simulate not just the musical output of human composers, but also the process of composing itself. This paper begins by discussing the suitability of using a GA for composition, and goes on to describe a generative music system (by the author), that utilises a domain specific, knowledge rich GA. The system acts on a supplied 2-bar musical phrase (up to 4 parts), and evolves musical fragments towards a supplied target. The aim is to provide interim points on the evolutionary path, which represents a ‘new’ musical ideas audibly based on the supplied fragments. The paper concludes that the system is able to model at least part of the creative process of composition, and is effective at producing musically successful results. (Audio download sources of its output are included to support this conclusion). The system was used to generate music included in an interactive installation work, exhibited at Brighton Arts Festival 2002, and other applications under developed that use the algorithm are discussed.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0215
id ga0215
authors Kabala, Joanna
year 2002
title The Side Effect of a Generative Experiment
source International Conference on Generative Art
summary This paper discusses the issue expressed in the call for the Generative Art 2002 conference that says: "GA is identifiable as one of the most advanced approaches in creative and design world." In this paper the value of Generative Art for the art, science and design worlds is described in the reference to a generative experiment. The experiment has been conducted in industrial environment with the aim of defining possibilities for natural interaction of humans with machines. In specific, the experiment examined an option for visual adaptation in accordance to user feedback. In the context of the experiment's outcome the issue of recognizability of Generative Art values is discussed. Generative Art can be identified but is not widely recognized as "one of the most advanced approaches in creative and design world". What makes it difficult for designers to switch to generative thinking and accept immediately Generative Art as the possible way of advancing traditional design methods? And what makes it promising to keep searching for ways of application of Generative Art in contemporary design? Some possible answers, proposed in this paper, aim at contributing to the discussion about the changing role of artists and designers in the contemporary society.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3439
authors Paranandi, M. and Sarawgi, T.
year 2002
title Virtual Reality on Architecture: Enabling Possibilities
doi https://doi.org/10.52842/conf.caadria.2002.309
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. 309-316
summary This paper examines the potential of Virtual Reality (VR) technologies for architectural applications. There has been a great deal of anticipation for its implications for architecture since Ivan Sutherland's first VR system in the 60's. The term VR was formalized and became popular in the main stream in the late 80's and became an industry by the late 90's. Although it has found good applications in Medicine, Flight Simulation, and Video Game Industry, its effect on architecture remains imperceptible. In the work that we review, we found that the success of VR in architecture has primarily been in the passive and exploratory applications. We also note that at the present time, the cost of VR systems is directly proportionate to the level of photorealism and immersion. We contend that photorealistic visualization and total immersion are not absolute prerequisites for making most design decisions. Hence, through this paper we bring to light the inherent promise of VR technology and the potential impact it could have with its current limitations, on the way we conventionally think and design our built environment pushing it beyond space and time constraints.
series CAADRIA
email
last changed 2022/06/07 08:00

_id bb35
authors Paranandi, Murali
year 2002
title An Inquiry Into Computers in Design: When Cardboard Met Computer
doi https://doi.org/10.52842/conf.caadria.2002.329
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. 329-337
summary This paper reflects on the experiences of teaching undergraduate design studios for past 4 years and presents a systematic investigation conducted in a classroom setting to further understand the role of computer in conceptual stages of design. A case study project inquiring the implications of using two different forms of media, namely cardboard and computer, for design development during conceptual stages is presented. Twelve novice designers were challenged to learn and use computers in a five-week design project. A conceptual framework for understanding the discovery and usefulness of computer in their design process was developed and tested. An analysis of the outcome indicated that computers played a positive role in student innovation, improving possibilities for discovery. It further revealed that the employing cardboard was useful in turning the abstract discoveries made by the computers into productive and useful design solutions. It also supported the notion that the novice designer’s use of photorealistic possibilities offered by computer visualization (rendering, animation) during conceptual stages of design had an effect of distraction rather than a design aid.
series CAADRIA
email
last changed 2022/06/07 08:00

_id ga0225
id ga0225
authors Radojevic, Mirjana Devetakovic and Turner, Raewyn
year 2002
title Spatial Forms Generated by Music – The Case Study
source International Conference on Generative Art
summary This paper resulted from the first stage of an ongoing collaborative research between a multi-senses artist (R. T.) from New Zealand and an architect interested in generic architecture (M. D.) from Yugoslavia. The research examines potential relations between music and architecture and explores the ways music could be a source for generation of spatial forms, and vice versa, whether architecture might generate music. In the first stage of the research two different existing generic principles were combined. The graphical interpretation of the music served as a pattern for creating the spatial forms. In this experiment the Brahms’s Hungarian Dance No1 has been used as an initial generator. The music is transformed into the sequence of linear drawings. Every single drawing potentially defines a spatial composition, while each single line represents an axis of the future spatial form. Together with geometric definitions there are some ambient values, like color, transparency and many others, that can be determined by music. After an overview of results, paper concludes with perspectives for future research that will include time as an additional dimension towards generating dynamic spatial concepts based on music.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0227
id ga0227
authors Rafi, Ahmad
year 2002
title Creative Multimedia: The Commodity of the 21st Century
source International Conference on Generative Art
summary The Digital Revolution has turned individuals, institutions, and businesses into a new form of collective wealth and prosperity. This revolution has effected a creativity burst that goes far beyond an increase in the number of those involved in design tasks and challenges, in both professional and amateur settings. The Internet in particular are not only distributing media but most importantly it is a reference platform in which ideas, talents and capabilities emerge and are refined, enhanced and perfected through the inspiring interplay of collaboration and competition. This paper briefly examines the relationship between art and science through the ages, discusses their recent re-convergence, and examines their current relationship via real world applications and productions. The study of such productions, their successes and the impact they have had in the marketplace based on designs and aesthetics instead of advanced technology appear to support the argument. It also highlights the need for accelerating this process and suggests that the re-convergence is a result of new technologies adopted by practitioners that include the effective visualisation and communication of ideas and concepts. These elements are widely found today in multimedia, which offers increased power and new abilities to both scientists and designers. This paper also highlights the need for the employment of emerging computer-based interactive technologies which will enhance the design process, better decision-making, increase the quality of communication and collaboration, lessen the errors and reduce the design cycles. A Multimedia Palette is proposed as a design platform to expose one's imagination, creative and innovative ideas, and provide a richer and more creative multimedia content design and development. Following encouraging first round results, an expanded version of the suggested platform has been experimented in the Faculty of Creative Multimedia, Multimedia University for the last 5 years, in integrating design and computer skills in the teaching and learning projects.
keywords creativity, re-convergence, Multimedia Palette, Creative Multimedia
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id caadria2003_b2-1
id caadria2003_b2-1
authors Rafi, Ahmad M.E.
year 2003
title i-putra.com: a Digital Soft City of Putrajaya
doi https://doi.org/10.52842/conf.caadria.2003.225
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 225-236
summary This paper presents our experiment and development of i.Putra.com - a digital soft city of Malaysia's new administrative Capital Putrajaya. This project is funded by Putrajaya Holdings Sdn. Bhd. Malaysia and was originally developed by the Multimedia University before finally executed by I-Design Sdn. Bhd. It is designed to be an interactive channel for the civic and urban activities that parallel, enhance, compliment, and sometimes 'compete' with physical Putrajaya. Putrajaya's goal is to be the administrative capital for the governance of cyber communities where digital bits rather than physical assets are the primary scarce resource (Putrajaya Holdings, 2002). The guiding principle for i.Putra.com is content, context, community and commerce in which they will be integrated with the city information such as residential, commercial, service and public areas. As the city is being built, i.Putra.com will expand to provide an interactive channel for those who live in, work in, or visit Putrajaya.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ascaad2007_026
id ascaad2007_026
authors Sarji, E.A.; A. Rafi and R. Mat Rani
year 2007
title Preparing a multimedia-based gallery for institute of higher learning: A case study of Malaysian experience
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 305-316
summary While the majority of medium and small sized institutions still rely on their physical or traditional content, it has been observed a pre-disposition usually by major, recently founded or contemporary art institutions to display net-based projects (Buiani, 2001) and to some extent established as a permanent display. This changing of exhibitions has penetrated in many Asian galleries and as a result many schools trying to re-position and present in such a way that it can be easily changed and adapted to host multimedia, Internet, interactive and computer-based content. This funded research project investigates the functions of gallery in IHL in Malaysia. A triangulated study was conducted to understand the potentials and issues faced by galleries in public and private universities focusing on design schools that include art and design, and architecture. This research starts with the understanding of gallery design theories. It is then followed by a qualitative method survey to all galleries in the IHL. This research continues with an in depth study and a survey on Electronic Gallery (e-Gallery), Faculty of Creative Multimedia (FCM), Multimedia University (MMU) to understand between the theories and design ideas. A set of questionnaires was developed based on Mathews (1991) and Stewart’s (2002) principles and guidelines on research methods and distributed to visitors throughout a period of time consisting of open-ended, close-ended, Likert Summated Rating Scale and Multiple-choice. This involved a controlled group of visitors comprises students and staff of the faculty. The results of these studies will be used as a reference to further conduct a wider scope of galleries worldwide towards designing a multimedia-based gallery framework for Institute of Higher Learning.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 2005_125
id 2005_125
authors Schoch, Odilo
year 2005
title Applying a Digital Chain in Teaching CAAD and CAAM
doi https://doi.org/10.52842/conf.ecaade.2005.125
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 125-129
summary This paper describes a successful approach in teaching caad and the use of state-of-the art caad-technologies in postgraduate architectural education. Since it’s first set up in the year 2002, variations of this curriculum were applied on an annual basis. Its main characteristic is the efficient transfer of knowledge and practical use of more than 10 central techniques in CAAD/CAAM (computer aided architectural manufacturing) within the tight period of 6 months. Recipients were international postgraduate students from the field of architecture and related disciplines. Their studies were a full-time course lasting 12 months with six months modular introduction and 6 months individual and group thesis works.
keywords Teaching, Collaborative Design, CNC Production, Mass Customisation, Education & Practice, User Participation, Web-based Design
series eCAADe
email
last changed 2022/06/07 07:57

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