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 604

_id caadria2003_c5-1
id caadria2003_c5-1
authors Hoon, M. , Jabi, W. and Goldman, G.
year 2003
title Immersion, Interaction, and Collaboration In Architectural Design Using Gaming Engines
doi https://doi.org/10.52842/conf.caadria.2003.721
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. 721-738
summary "This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?Z offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems . Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,"
series CAADRIA
email
last changed 2022/06/07 07:50

_id autcons0926580503000529
id autconS0926580503000529
authors Maver, T.; Petric, J.
year 2003
title Sustainability: real and/or virtual?
source Automation in Construction, 12(6), November 2003, pp. 641–648
summary The starting point for this paper is the identification of the four necessary and sufficient conditions which a building should exhibit to be judged to be sustainable; fitness-for-purpose, cost effectiveness, environmental friendliness, and cultural significance. The contribution which the current generation of CAD tools is making to the complex human activity of designing sustainable buildings is then discussed under the headings of widening the search for solutions, integrating the decision-making process, improving design insights, differentiating objective/subjective issues and photorealistic visualization. The paper then describes developments in the next generation of IT tools, based on virtual reality, which will allow multiple designers, working in distributed locations and on different computer platforms, to design from within the virtual world.
keywords Sustainability; Virtual reality; Computer-aided design; Virtual environments
series journal paper
type normal paper
email
last changed 2013/09/20 19:05

_id cf2003_m_079
id cf2003_m_079
authors PETRIC, J., CONTI, G. and UCELLI, G.
year 2003
title Designing within Virtual Worlds
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. 213-224
summary This paper celebrates the successful outcome of a trial of an innovative multi-platform distributed design decision support system in which the shared design environment exists within the virtual world. The outcome is the result of a sustained three-year research and development effort, within an internationally recognised research group. The project set itself a number of ambitious targets within the broad spectrum of distributed design decision support, viz: • A multi-platform environment: the trial demonstrates inter-operability of different machine platforms - from a home PC to an international standard Virtual Reality Centre. • A distributed environment: the trial demonstrates the high level of understanding amongst the design team separated by time and space. • An ability to propose, discuss and agree upon, design decision from within the virtual world. Hitherto, virtual environments were viewing galleries; designers had to leave them to effect design changes in a conventional CAD package. The trial described in the paper amply demonstrates the potential to design, collaboratively and, in distributed mode, from within the virtual world. The two ideas upon which the system (known as JCAD-VR) is built are: • That all the users present in the virtual world have to be able to share the same virtual environment in a "transparent fashion"; • The user interface, instead of the traditional menu/windows based layout, is part of the virtual world itself. Any element of the interface becomes an object belonging to the 3D world and therefore it is treated as any other object. Each element of the interface can then be moved or scaled according to the user’s needs. The entire project is based on client-server architecture where every user logs into a virtual world and starts sharing design tasks with other users. The authors propose to present a video which demonstrates the positive outcome of the trials to date. More importantly, perhaps, the authors will put the achievements of the R+D into the context of past aspirations and developments in the subject area and, most importantly of all, suggest how these modest achievements will impact on the next decade of increasingly rapid R+D.
keywords collaboration, distributed design, interface, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_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 caadria2003_b4-2
id caadria2003_b4-2
authors Choi, Jin Won and Park, Jae Wan
year 2003
title Developing a Building Design Compiler that Frequently evaluates Building Design Performance within the Design Process
doi https://doi.org/10.52842/conf.caadria.2003.553
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. 553-566
summary This paper demonstrates an experience in the development of a design performance evaluation system that can frequently evaluate building design performance within the design process in a real-time manner. The evaluation system, that we call "design compiler," is composed of several modules such as a front-end component-based CAD engine, a knowledge base, and a set of design agents. The notion of the design compiler is quite similar to a compiler for computer programming such as a C compiler. While a computer programmer compiles a set of programming codes to check compiling errors during the implementation of a software system, an architectural designer can 'compile' his/her intermediate design product to evaluate design errors during the design process. The compilation can be done immediately at any level or any time during the design process in a real-time manner. We expect that this compiling process will dramatically increase design feedbacks, and thus result in a better design product. Further research issues that have been identified at the end of the research include increasing the modeling capability, extending to multi-story building representation, developing various design agents, exploring better ways to request and manage design knowledge, and supporting design collaboration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2003_m_036
id cf2003_m_036
authors JENG, Taysheng and LEE, Chia-Hsun
year 2003
title iCube: Ubiquitous Media Spaces for Embodied Interaction
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. 225-234
summary This paper outlines new facilities within ubiquitous media spaces supporting embodied interaction between humans and computation. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multimodal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement a research prototype environment called iCube. The functional capabilities implemented in iCube include spatially-aware 3D navigation, laser pointer interaction, and tangible media. Some of its details, benefits, user experiences, and issues regarding design support are discussed.
keywords interaction, ubiquitous media, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id acadia03_018
id acadia03_018
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Process Simulation Game
doi https://doi.org/10.52842/conf.acadia.2003.133
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. 133-141
summary Collaboration is an important aspect of the architect’s education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills. Being a process, rather than a product, it cannot be revealed by judging the results alone, which is often how form-making skills are taught and judged. Rather, the process of collaboration is only evident when the number of the participants exceeds a certain threshold, and when actions taken by other participants affect an individual’s on-going design decisions. The advent of on-line, multi-player simulation games provides an analogy and an opportunity to explore interactive collaborative design pedagogies. Their abstract nature helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to “work,” encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating the design collaboration process. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other—in adversarial or collaborative manners—to accomplish their goals. Specifically, it is intended to help students understand what collaboration is, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build “houses” made of colored cubes on a site shared with other players. Actions taken by one player immediately affect his/her neighbors. A carefully constructed set of rules awards or deducts points for every action taken by a player and by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points “wins.”
series ACADIA
email
last changed 2022/06/07 07:52

_id caadria2003_c5-3
id caadria2003_c5-3
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Simulation Game
doi https://doi.org/10.52842/conf.caadria.2003.745
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. 745-758
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other-in adversarial or collaborative manner-to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac20031407
id ijac20031407
authors Kalay, Yehuda E.; Jeong, Yongwook
year 2003
title A Collaborative Design Simulation Game
source International Journal of Architectural Computing vol. 1 - no. 4
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other - in adversarial or collaborative manner - to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_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 ijac20031403
id ijac20031403
authors Schnabel, Marc A.; Kvan, Thomas
year 2003
title Spatial Understanding in Immersive Virtual Environments
source International Journal of Architectural Computing vol. 1 - no. 4
summary In this study, we examined the perception and understanding of spatial volumes within immersive and non-immersive virtual environments by comparison with representation using conventional media. We examined the relative effectiveness of these conditions in enabling the translation to a tangible representation, through a series of design experiments. Students experienced, assessed, and analysed spatial relationships of volumes and spaces and subsequently constructed real models of these spaces. The goal of our study is to identify how designers perceive space in Virtual Environments (VEs). We explore issues of quality, accuracy and understanding of reconstructing architectural space and forms. By comparison of the same spatial performance task undertaken within a Head Mounted Display, screen-based and real 2D environment, we are able to draw some conclusions about spatial understanding in immersive VE activity.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2003_a3-3
id caadria2003_a3-3
authors Schnabel, Marc Aurel
year 2003
title Creation and Translation Virtual 3D Architectural Environments
doi https://doi.org/10.52842/conf.caadria.2003.371
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. 371-384
summary In this paper, we describe the research we undertake to investigate the perception and comprehension of spatial volumes within immersive, non-immersive virtual environments and physical models and their translation to a tangible representation. We set up two related design experiments to investigate the outcome of creation, interpretation and communication of architectural design. One, being the analysis of a cubic structure, based on three-dimensional (3D) interlocking volumes and spaces; and the other, being the design of a 3D-maze together with text -based communication. Collaboratively participants create, assess and analyse spatial relationships of volumes and spaces of a 3D maze structure or construct models of these spaces. The objective of our study is to identify how designers perceive space in Virtual Environments (VE) and communicate design ideas by using VE versa conventional methods of two-dimensional depictions such as paper and pen or 3D representations such as physical models. We investigate issues of quality, accuracy, understanding, communicating and rebuilding of designed or experienced architectural compositions.
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade03_145_160_koutamanis
id ecaade03_145_160_koutamanis
authors Koutamanis, Alexander
year 2003
title CAAD influences in Web-based teaching
doi https://doi.org/10.52842/conf.ecaade.2003.145
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 145-152
summary A recent restructuring of the CAAD department at the Faculty of Architecture, Delft University of Technology, was based on the principle of coupling technological and methodical development to application areas. This resulted into decentralization of CAAD and the positioning of computerization groups in other departments. The task of these groups is to stimulate broad integration of ICT and initiate the development of computational applications relating to specific tasks and areas. The paper is a description of a channel for such integration and applications: a Web site intended as a support to the research and educational activities of a whole department. In addition to its conventional role in presenting the department, the site accommodates the majority of learning aids for the students (lecture notes and presentations, readers, syllabi, audiovisual material) and a comprehensive database of completed and ongoing research output (online publications for internal use). The design of the site was based on earlier experiences with Web-based teaching and collaborative design environments, which were projected on the processes and products of the new context.
keywords web-based education, computer-mediated communication, interaction, collaboration
series eCAADe
email
more http://www.re-h.nl
last changed 2022/06/07 07:51

_id ecaade03_037_79_lang
id ecaade03_037_79_lang
authors Lang, Silke and Hovestadt, Ludger
year 2003
title An architectural framework within a spatially immersive real-time environment for advanced communication and collaboration
doi https://doi.org/10.52842/conf.ecaade.2003.037
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 37-43
summary In this paper we present a framework for use in the blue-c, a collaborative telepresence environment. We implemented the framework on top of the blue-c API to enable new ways of designing digital 3D spaces in an immersive way. The framework will be used to support designers in creating spatial scenarios within CAVETM – like environments. It concentrates on the integration aspect of different media and data types. Architectural knowledge and information technology is combined to introduce a new approach for designing virtual environments.
keywords Virtual Reality; Tele-Immersion; Collaborative Environment; 3D Video;Human-Computer Interaction
series eCAADe
email
more http://www.caad.arch.ethz.ch
last changed 2022/06/07 07:52

_id ijac20031209
id ijac20031209
authors Otto, George; Kalisperis, Loukas N.; Gundrum, Jack; Muramoto, Katsuhiko; Burris, Gavin; Masters, Ray; Slobounov, Elena; Heilman, Jami; Agarwala, Vijay
year 2003
title The VR-Desktop: an Accessible Approach to VR Environments in Teaching and Research
source International Journal of Architectural Computing vol. 1 - no. 2
summary The VR-Desktop initiative is an effort to bring key benefits of projection-based virtual reality into the mainstream of teaching and research at the Pennsylvania State University, through the deployment of comparatively low cost and easy to use virtual reality and integrated multimedia display systems within a variety of contexts. Recent experiences with design and implementation of single- and multi-screen VR systems for teaching and research are described. The systems discussed employ low cost and readily available hardware components, familiar desktop computing environments, and open-source VR development toolkits. The approach is modular and easily adaptable to various applications in research or instruction.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20031104
id ijac20031104
authors Petric, Jelena; Ucelli, Giuliana; Conti, Giuseppe
year 2003
title Real Teaching and Learning through Virtual Reality
source International Journal of Architectural Computing vol. 1 - no. 1
summary This paper addresses an articulated vision of Virtual Reality, which lends itself to design collaboration in teaching, learning and communication of architectural design ideas among students, design professionals and client bodies during the early stages of the design process. Virtual Reality (VR) has already acquired a new degree of complexity through development of network-based virtual communities and the use of avatars. A key intrinsic quality of VR technology is to support collaborative design experience. The design tools developed for this experiment are capable of creating 3D objects in a shared VR environment, thus allowing the design and its evolution to be shared.The choice of programming language (JavaTM) reflects the desire to achieve scalability and hardware independence, which in turn allows for the creation of a VR environment that can co-exist between high-end supercomputers and standard PCs. The prototype design environment was tested using PC workstations and an SGI system running in a Reality Centre.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2003_c2-4
id caadria2003_c2-4
authors Al-Sallal, Khaled A.
year 2003
title Integrating Energy Design Into Caad Tools: Theoretical Limits and Potentials
doi https://doi.org/10.52842/conf.caadria.2003.323
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. 323-340
summary The study is part of a research aims to establish theoretical grounds essential for the development of user efficient design tools for energy-conscious architectural design, based on theories in human factors of intelligent interfaces, problem solving, and architectural design. It starts by reviewing the shortcomings of the current energy design tools, from both architectural design and human factor points of view. It discusses the issues of energy integration with design from three different points of view: architectural, problem-solving, and human factors. It evaluates theoretically the potentials and limitations of the current approaches and technologies in artificial intelligence toward achieving the notion "integrating energy design knowledge into the design process" in practice and education based on research in the area of problem solving and human factors and usability concerns. The study considers the user interface model that is based on the cognitive approach and can be implemented by the hierarchical structure and the object-oriented model, as a promising direction for future development. That is because this model regards the user as the center of the design tool. However, there are still limitations that require extensive research in both theoretical and implementation directions. At the end, the study concludes by discussing the important points for future research.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade03_465_118_chase
id ecaade03_465_118_chase
authors Chase, Scott C.
year 2003
title Revisiting the use of generative design tools in the early stages of design education
doi https://doi.org/10.52842/conf.ecaade.2003.465
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 465-472
summary Computer based generative design tools can help elucidate the nature of design, but are often restricted in their scope due to implementation issues. These ‘toy’ applications are often developed as proof of concept software, but have the potential to serve as teaching aids in early design education. A number of such tools will be described and the case made for their continued use in design education.
keywords Generative design tools, design education, computer programming, parametric variation, shape grammars
series eCAADe
email
more http://homepages.strath.ac.uk/~cas01101
last changed 2022/06/07 07:55

_id ecaade03_659_166_hungming
id ecaade03_659_166_hungming
authors Cheng, Hung-Ming
year 2003
title A digital modeling with reasoning system in early phase of design
doi https://doi.org/10.52842/conf.ecaade.2003.659
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 659-664
summary This study describes statue in the early phase of design, the approach taken by its conceptual development and manipulation. And on the developing digital tools provide a computational support for the process of indexing and retrieving. The digital modeling also addresses specifically architectural programming, adjacent relationship between the building element and articulation in designing. The overall in building mass development starting with reasoning of the conceptual model in early phase try to find evocative cases to help designer thinking. And finally discuss some issues and challenges of artificial intelligent. The research for representing designer’s creativity and searching solution provide another way to generate an articulating conceptual model. The integration approach of research starts with the pure case-based and rule-based reasoning system to help designer generate more understandable and creative product in the architectural design application.
keywords Case-based reasoning, conceptual model, computer aided design, buildingmass development, design process
series eCAADe
email
last changed 2022/06/07 07:55

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