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 605

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade03_177_73_gero
id ecaade03_177_73_gero
authors Gero, John S.
year 2003
title Design Tools as Situated Agents That Adapt To Their Use
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 177-180
doi https://doi.org/10.52842/conf.ecaade.2003.177
summary Design tools have been built based on a paradigm that is founded on the notion that the tool is unchanged by its use. Humans build up experience in using tools and adapt their use of a tool based on that experience. The claim is that the tool should also adapt based on its experience of its use. This paper founds the notions of tool adaptation on concepts drawn situated cognition.
keywords Design tools; adaptation agents; situated cognition; constructive memory
series eCAADe
email
more http://www.arch.usyd.edu.au/~john/
last changed 2022/06/07 07:51

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2003_c3-4
id caadria2003_c3-4
authors Maneesatid, Preecha and Szalapaj, Peter
year 2003
title The Role of CAD in Environmental Building Science
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. 487-502
doi https://doi.org/10.52842/conf.caadria.2003.487
summary The fundamental requirement of all building design is the provision of shelter from the external climate and, if possible, the modification of environmental factors generated by this climate to create an internal environment suitable for human comfort. The environmental design strategies of modifying climate derive from the requirements of creating human comfort in buildings, using the elements of the natural climate which vary throughout the year depending upon the prevailing climatic conditions. Environmental Building Science (EBS) research and practice has investigated various techniques to increase architects' performance in environmental building design. These technical design options are also available to architects to take advantage of the external environment. Most environmental design techniques rely on convectional forms of passive environmental design, and building material and system. But it hardly begins to address the more complex demands of environmental building design issues in the buildings. Particularly, testing environmental design techniques against physical models requires much input data which is not available in the early design stages, and is time consuming to use. This forces architects to work with many design parameters that are not compatible with their activities. It is consequently difficult to observe the interrelation of design techniques with design development. The most important role of Computer Aided Design (CAD) is to integrate wider varieties of input data requirements, modelling with EBS properties, output representations with EBS knowledge and assistance tools for optimisation tasks in environmental design issues.
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id a54a
id a54a
authors M Kavakli and JS Gero
year 2003
title DIFFERENCE BETWEEN EXPERT AND NOVICE DESIGNERS: AN EXPERIMENTAL STUD
source Human Behaviour in Design, edited by U Lindemann, Springer, Berlin, pp 42-51.
summary This chapter investigates the differences in performance between an expert and a novice in terms of their respective strategic knowledge. We examined conceptual design protocols of an expert and a novice, and found that the expert’s cognitive activity and productivity in the design process were almost three times as high as the novice's. The possible reason for this is the difference in their strategic knowledge. The expert’s cognitive processing is structured such that it stays within the limits of human short term memory. This provides empirical evidence for a different strategic knowledge that may be developed with experience. The expert's strategic knowledge allows him to use a smaller number of processes and to form different groupings of processes.
keywords design cognition, strategic knowledge, experts, novices
type normal paper
email
last changed 2004/04/10 01:43

_id caadria2003_c1-3
id caadria2003_c1-3
authors Cheng, N. Y. and Lane-Cummings, S.
year 2003
title Using Mobile Digital Tools for Learning about Places
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. 145-156
doi https://doi.org/10.52842/conf.caadria.2003.145
summary To explore how mobile digital tools can bring students out from isolated classrooms, we tested several for use in design studio site visits. We focused on small, off-the-shelf tools that are inexpensive and easy to upgrade. In this paper we identify the logistical, efficiency, and learning considerations for the selection and introduction of mobile digital tools , with observations about device usability and administration that are applicable to other kinds of technology introduction. We found that adoption of a tool depends on several factors, including ease of use and inconspicuous nature. Compared to traditional tools, most of these tools require a great deal of set-up time before students can use them efficiently. In addition, they require docking with a computer to analyze the information collected in the field. As a result, most of the learning takes place in the studio, rather than in the field. Our eventual goal is to clarify the potentials of place-recording tools, making it easier to gather and use a toolkit for specific situations.
series CAADRIA
email
last changed 2022/06/07 07:55

_id ijac20031204
id ijac20031204
authors de Vries, Bauke; Achten, Henri; Orzechowski, Maciej; Tan, Amy; Segers, Nicole; Tabak, Vincent; Jessurun, Joran; Coomans, Marc
year 2003
title The Tangible Interface: Experiments as an Integral Part of a Research Strategy
source International Journal of Architectural Computing vol. 1 - no. 2
summary The Human-Computer interface is crucial to good design support tools. It has to be non-interruptive and non-distracting, yet allow the architect to interact with the computer software. The physical reality of the interface, such as the shape and manipulability of devices like the mouse, keyboard, joystick, or data-glove, has to be mapped on actions and commands in the software. Already the current user interfaces are felt to be inadequate for a good support of design, and the functionality of design tools is growing, requiring even more and new physical interface devices. In this paper, we present research on new tangible interfaces for architectural design support. In particular, we focus on the research methodological question how to investigate such devices.The research strategy is introduced and discussed, after which concrete implementations of this strategy are shown. Based on this work, we conclude that the combination of interface and the context of its use in terms of design method and user needs form crucial aspects for such research and cannot be considered separately.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2003_m_097
id cf2003_m_097
authors FRÖST, Peter
year 2003
title A Real Time 3D Environment for Collaborative Design
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 203-212
summary By setting up collaborative design processes in architecture it is possible to considerably improve the integration of customer needs and ideas into the programming phase of a building project. Our design process includes active collaboration between customers, users and other stakeholders as well as the use of virtual environments in conceptual design. The output from the process is treated as visualised input to the architectural programming. The work presented focuses on developing digital tools to support this collaborative design dialogue. We have developed an extremely “easy to use” digital modelling tool called “ForeSite Designer”. The tool enables the users to build layouts of prefabricated components on a building site in 2D. This 2D layout can then instantly be exported to a lit-up real time 3D environment in the computer game “Half-Life.” ForeSite Designer has been used in a several design events with different settings. This paper presents the tool and one project where it was utilized. The results show that ForeSite Designer can promote dialogue and collaborative design work among the participants. We have also found that it is important how the virtual environment and its components are visually designed in order to support the dialogue and collaborative design work.
keywords collaboration, customer, real time, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id a2de
id a2de
authors Gao, Song; Kvan, Thomas
year 2003
title AN ANALYSIS OF PROBLEM FRAMING ACTIVITIES IN DIGITAL VERSUS PAPER MEDIA
source Architectural Education, Southeast University, Nanjing, China, December 2003, pp. 183-189
summary Architectural design is described in part as the solving of ill-defined or wicked problems. In these activities, designers are not only simply given well-stated problems but also need to find and formulate problems. This process is called as ‘problem framing’. Paper media have been for many years the design tools used by designers to help them engage, and hence frame, problems. Computer technologies have gained prominence in design processes but have typically been used in discrete problem solving processes or in presentation. It has been stated that problem exploration is more difficult using a computer tool. This attitude has influenced the teaching and use of computers in architectural education. The purpose of this study is to understand how digital and paper media are used respectively in ‘problem framing’ activities in support of students’ design learning. This paper reports a pilot laboratory study to test the validity of a proposed coding scheme comparing design activities using digital and paper media and report initial results of the research. Through this research we wish to gain insight of ways in which students engage in ‘problem framing’ activities using different media and suggest ways in which digital media might better support problem framing activities.
keywords Problem framing; digital design; protocol analysis; studio teaching
series other
type normal paper
email
last changed 2004/09/24 14:34

_id caadria2003_b4-4
id caadria2003_b4-4
authors Gero, John S.
year 2003
title Situated Computing A New Paradigm for Design Computing
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. 579-590
doi https://doi.org/10.52842/conf.caadria.2003.579
summary This paper introduces the concepts of situatedness and constructive memory as the foundations of situated computing. The difference is between encoding all knowledge prior to its use and allowing the knowledge to be developed and grounded in the interaction between the external world and the designer/tool. The paper elaborates these concepts and concludes with a discussion of the implication of situated computing on computational models of designing and on the development of adaptive design tools.
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2007_057
id caadria2007_057
authors Kouide, Tahar; G. Paterson
year 2007
title BIM as a Viable Collaborative Working Tool: A Case Study
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.l1j
summary For the majority of design practices in the construction industry the use of CAD systems have been used to merely automate hand drafting (Cohen 2003). This is the traditional way of working that has changed very little since the introduction of commercial CAD systems. These practices as means of communication are being replaced by a virtual building model environment which encapsulates all of the information for an entire construction project and thereby enables computer-supported co-operative working practices. (Newton 2003) This study aims to determine whether Building Information Modelling (BIM) can, and whether it will, replace traditional communication media as the standard in the industry for computersupported co-operative working practices in the Architecture Engineering and construction (AEC) sector. The bulk of the research comprises an extensive literature review looking at the principal reasons behind the development of BIM, the potential advantages and drawbacks of the technology, and the barriers and obstacles which inhibit its adoption as a means of computer-supported co-operative working. The findings of the study have been validated and analysed against current practice in the field through a live case study analysis of the on-going Heathrow airport Terminal 5 Project in London (UK). The Terminal 5 case study demonstrates that present software tools, although usable, still present significant implicit technical constraints to wider implementation among Small and Medium Enterprises (SMEs). The case study has also shown that in practice, the success of BIM depends just as much on the working practices and ethos of participants in the project chain as it does on the capabilities of the software itself, in particular the willingness of practitioners to change traditional working practices. The case study has shown that the present investment, in terms of time, cost, and effort required to implementing the technology means that BIM is unlikely to be adopted on small simple projects where conventional CAD is still adequate. It also highlighted that BIM tools currently available are not yet adequately developed to satisfy the requirements of the many procurement and especially contractual arrangements which presently exist and many firms will be frightened off by the unresolved legal issues which may arise from implementing BIM in their practices.
series CAADRIA
email
last changed 2022/06/07 07:50

_id mourshedp503final
id mourshedp503final
authors Monjur M Mourshed, Denis Kelliher, Marcus Keane
year 2003
title ArDOT: A tool to optimise environmental design of buildings
source Building Simulation 2003 (Eighth IBPSA Conference). Eindhoven, Netherlands
summary Environmental design of buildings involves ‘finding the optimum’ solution satisfying predefined objective(s) (e.g., reduction in operating/capital cost, maximisation of daylighting etc.). A number of computer based simulation models exist to assist professionals in finding this optimum through building performance assessment. Contemporary practices involving building simulation require enormous effort to prepare input, extract output, and visualize data, which restricts designers from realizing the full potentials offered. In most cases, rules of thumb are applied and experienced guesses are made; simulation software is used only to validate the assumptions, which do not necessarily lead to the intended optimum. Moreover, these tools have been developed as simulation engines, which is inadequate to visualize the compounded and interdependent effect of a large number of design variables.

The authors believe that to realize the potential offered by building simulation software, a new breed of DBSs (Decision Based Systems) is needed coupling existing simulation engines with formal optimisation methods through neutral data standards (BPM – building product models) for seamless integration. This paper first elaborates on the previous attempts at solving integration issues related to the design process and simulation; also attempts at finding the limitations. Secondly, formulation of design problems as optimisation has been discussed with reference to the different stages of design. Thirdly, for effective integration of activities among stakeholders and processes, the use of client/ server oriented building product model has been proposed to overcome the limitations of file-based prototypes. Analysis and discussions based on the above aspects form as justification for ArDOT, an Architectural Design Optimisation Tool under development at IRUSE, National University of Ireland, Cork. Combining all three aspects into one makes ArDOT unique, which is essentially an enhanced decision making tool for the design of energy efficient buildings.

keywords ArDOT, Architectural Design Optimisation, Building Energy Simulation, EnergyPlus
series other
email
last changed 2003/08/27 11:57

_id 64c0
id 64c0
authors Pektas, S T
year 2003
title A FRAMEWORK FOR BUILDING DESIGN PROCESS MODELING WITH PARAMETER-BASED DESIGN STRUCTURE MATRICES
source In C. J. Anumba (Ed.), Innovative Developments in Architecture, Engineering, and Construction. (pp. 25-31). Rotterdam: MillPress
summary Architecture/Engineering/Construction (AEC) industry is one of the multidisciplinary domains in which collaboration among related parties is utmost important. While the knowledge needed for building processes are distributed among the different participants from diverse disciplinary backgrounds, the product of their activities, i.e. the building itself, must be highly integrated. Despite the intense flow of information between design professionals, there is a lack of research to better understand and manipulate these flows. Furthermore, most of the current process modeling tools in the AEC industry do not enable analyses of iteration in the process and they represent the process at high levels with very little information at lower levels. In order to resolve the issues mentioned above, this paper introduces the use of parameter-based dependency structure matrix as a process modeling and system analysis tool for building design. The method reveals insights into the process structure, optimum sequence of parameter decisions, iterative cycles and concurrency in the process. A knowledge management framework for parameter-based DSM applications is proposed and the application of the framework is demonstrated through a real life building design problem.
keywords Design Integration, Design Process Modeling, Information Flow, and Parameter-based Dependency Structure Matrix
series other
type normal paper
email
last changed 2005/12/01 15:52

_id ijac20031101
id ijac20031101
authors Penttillä, Hannu
year 2003
title Architectural-IT and Educational Curriculumns - A European Overview
source International Journal of Architectural Computing vol. 1 - no. 1
summary The paper summarizes the analysis of data on european architecture schools, collected in the eCAADe-conferences during the 1990s. Computer-Aided Design has developed into architectural information and communication technology (ICT), to become commonplace in architectural education. However, the general held views on new media use in the schools seems to be slightly optimistic. On the other hand, the invisible more common ICT use (writing, surfing, emailing) accounts for a lot more of the volume of activity than generally appreciated. The major hardware platform in european architecture schools is PC/Windows (90-95%) with Linux and Unix commonly used in servers (25-35%). Macintoshes are also widely used (50-55%). MS Office (90-95%) and PhotoShop (85-90%), are used widely in the schools. The Graphic and DTP tools PageMaker, QuarkXpress, Illustrator, Freehand are also common (30-50%). AutoCAD is the market leader in CAD platforms (80-90%), followed by ArchiCAD. MicroStation/Bentley also has a significant presence in the schools (35-40%). 3DStudio is the most common 3D-modelling tool (80-85%), followed by formZ (35- 40%). Less common (15-25%) are Rhino, Maya, Alias, Lightscape and Radiance.
series other
type normal paper
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2009/06/04 07:06

_id ecaade03_601_68_penttila
id ecaade03_601_68_penttila
authors Penttilä, Hannu
year 2003
title Survey of Architectural-ICT in the Educational Curriculumns of Europe
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 601-606
doi https://doi.org/10.52842/conf.ecaade.2003.601
summary The paper documents the findings of the post-graduate study carried out among the 180 European schools of architecture in more than 30 countries during 2002-2003. The objective has been to describe the role of ""modern digital information technology"" and to give an understandable and measurable overview the current architectural education and its relation with ICT and CAAD. The study material has been collected with a web-survey, with questionnaires to eCAADe-conference participants in Helsinki 2001 and Warsaw 2002, and with direct email-contacts to schools’ key-persons. Computer-aided design has developed into architectural information and communication technology (ICT), to become the main tool of the majority. The general image of new media use in the architectural schools seems to be slightly too positive. The invisible or ”normal” ICT-use - writing, surfing, emailing - has a lot more volume than documented. The major hardware platform in european architecture schools is PC/Windows (90-95 %), Linux and Unix are used also commonly (25-35 %). Macintoshes are also used much more widely within architecture (50-55 %) than within the common computing platforms. MS/Office (90-95 %) and PhotoShop (85-90 %) are obviously also used widely in the architecture schools. Graphic tools PageMaker, QuarkXpress, Illustrator, Freehand are common tools for architecture students (30-50 %). AutoCAD is ”the marketing leader"" in architectural platforms (80-90 %) followed by ArchiCAD (60-65 %). MicroStation/Bentley has also a remarkable volume in the schools (35-40 %). 3DStudio is the most common 3D-modelling tool (80-85 %), followed by formZ (35-40 %). Slightly less volume but still remarkable (15-25 %) have Rhino, Maya, Alias, Lightscape and Radiance.
keywords Architectural education; architectural curriculumns; information and communication technology; IT; ICT; questionnaires; statistics
series eCAADe
email
more http://www.arkit.net
last changed 2022/06/07 08:00

_id caadria2006_557
id caadria2006_557
authors PREECHA MANESSATID, PETER J SZALAPAJ
year 2006
title THE DEVELOPMENT OF AN INTEGRATED ENVIRONMENTAL BUILDING DESIGN TOOL
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 557-559
doi https://doi.org/10.52842/conf.caadria.2006.x.n7f
summary Environmental design implementations are generally applied within limited and specialised areas of environmental design making them difficult to use intuitively by designers (Maneesatid and Szalapaj, 2003). Building simulations have mostly focused on accurate parameters and physical properties of building elements. Such tools typically require numerous numerical data which is often only accurately known in the detail design stages. Conventional environmental building design systems (EBS) have typically required highly experienced users who are familiar with extensive qualitative input and output requirements. A successful architectural design solution that is both energy efficient and environmentally friendly, cannot be obtained simply by additively combining a set of discrete specialist analyses. A move towards better architectural design with environmental considerations can be achieved by allowing designers themselves to express relationships between salient environmental parameters that can subsequently be analysed in integrated ways. This presentation is concerned with the issues involved in developing a quick and intuitive interface for expression of relationships between environmental parameters.
series CAADRIA
email
last changed 2022/06/07 07:49

_id cf2003_k_001
id cf2003_k_001
authors Rekimoto, Jun
year 2003
title Interacting with a Computer Augmented Environment
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 3-7
summary In Sony CSL Interaction Laboratory, we are investigating future human-computer interaction technologies that augment real world environments. In such an environment, as we can combine many physical tools to perform a task in a real world, we consider that it should be possible to dynamically combine multiple digital devices. We should also be able to use our trained physical skills, as well as logical skills, to interact with an environment. In this presentation I will introduce several examples of new user interface technologies.
keywords augmented, interaction
series CAAD Futures
last changed 2003/09/22 12:21

_id sigradi2003_040
id sigradi2003_040
authors Scaletsky, Celso
year 2003
title Um método experimental para testar ferramentas de auxílio a criação (An experimental method to test aid tools for conception)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This article describes an experiment which is part of a research project aimed at developing a tool for use as an assistant in initial conception in architecture. The experimental prototype "kaleidoscope" is based on the notion that external references stimulate the appearance of new design ideas. The experiment aims to note and obtain conclusions regarding the nature of the association between images (reference sources) and architectural concepts, as well as that of the navigation through the created references when the users are in a situation of conception. The methodology consists of placing two subjects in contact with the system while making video recordings of all their gestures and sketches for later qualitative analysis.
keywords Design, reference, experimental prototype, image
series SIGRADI
email
last changed 2016/03/10 09:59

_id acadia03_050
id acadia03_050
authors Schubert, Frieder and Lurz, Philipp (et al.)
year 2003
title Physical Simulation in a VR Tool for Urban Design
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 395-401
doi https://doi.org/10.52842/conf.acadia.2003.395
summary Physical influences on a city, such as noise, light, air flow, and solar energy quantities, can already be simulated on computers; however, these simulations are usually not embedded into the urban planning process. Regarding a broad field of these influences and their correlations will improve the quality of the design. The use of simulations in the sketching stage provides the possibility of reacting accordingly for the urban planner, which is essential for sustainable design. This paper describes the development of a virtual reality tool for the early urban design process, in which we realized a network connection between a software package calculating noise propagation in urban spaces and a virtual reality design environment. In this dynamic VR design tool, it is possible to experiment with simple geometric forms and objects (these objects can be added to constructions, removed, and transformed). Interactively, with each action of the planner, simulations are generated and visualized in the VR environment in real-time. The last part of the paper describes our concept, how this VR design tool should be integrated in the study of urban planning, and how we want the students to get a sense for the impact of their design on physical phenomena in an urban scale.
series ACADIA
email
last changed 2022/06/07 07:57

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