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 ecaade03_153_183_knight
id ecaade03_153_183_knight
authors Knight, M. Brown, A.G.P., Hannibal, C., Noyelle, C. and Steer, O.
year 2003
title Measurement of Presence in Large Scale Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2003.153
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 153-160
summary It is now widely accepted that a sense of presence in a virtual environment is a crucial part of the success of the ‘experience’. This paper extends the authors previous work in naturalistic interfaces and perception of image to test experimentally the degree to which the type of interface and visual nature of the virtual environment determine the experience of presence or ‘being there’ in a large scale architectural virtual environment. The importance of presence to the success of architectural virtual environments is an important discussion. Should architectural VEs strive to be hyper-real (with all the attendant hardware issues of manipulating large amounts of data in real-time) or does a degree of abstraction in representation still afford an acceptable degree of presence?
keywords Virtual Environments, Presence
series eCAADe
email
more www.liv.ac.uk/abe/caadru
last changed 2022/06/07 07:51

_id caadria2003_a5-1
id caadria2003_a5-1
authors Knight, Michael W. and Brown, Andre G.P.
year 2003
title NAVRgate X, A Naturalistic Navigation Metaphor for Large Scale Virtual Environments
doi https://doi.org/10.52842/conf.caadria.2003.625
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. 625-630
summary This paper describes the latest in a series of real-world, low-cost interfaces for virtual reality. nAVRgate (the AVR being Architectural Virtual Reality) has looked at real-world analogies for interfacing with 'real' virtual environments in an attempt to improve the sense of presence, the phenomenon of sense of presence in virtual environments (VEs) often being seen as the real essence of Virtual Reality (Laurel, 1993)
series CAADRIA
email
last changed 2022/06/07 07:51

_id cf2003_m_098
id cf2003_m_098
authors CHAMPION, E., DAVE, B. and BISHOP, I.
year 2003
title Interaction, Agency and Artefacts
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. 249-258
summary This paper argues (i) that understanding of a place (especially in heritage environments) requires a level of cultural engagement and (ii) that virtual environments, in their typical current form, fail to provide such engagement. A proposed solution to the issue of cultural presence is to apply the interactive mechanisms commonly used in computer games (social agents, levels of interaction constraint, and task-based manipulation of artefacts) to virtual heritage environments. The hypothesis is that the resulting environment will allow for greater engagement and a more culturally immersive learning environment. Virtual environments also often lack techniques for evaluating the extent to which their design goals are achieved. A proposed secondary outcome is that designers and researchers of virtual environment can also use the above interactive mechanisms for the evaluation of user engagement without simultaneously interrupting the user’s feeling of engagement.
keywords engagement, evaluation, games, HCI, virtual heritage, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id cf2003_m_033
id cf2003_m_033
authors DAVE, Bharat
year 2003
title Hybrid Spaces of Practice
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. 181-190
summary Research projects in computational design typically view digital tools as existing independently of their physical settings. However, what we witness are hybrid spaces of practice, one in which there is an increasing fusion and overlap of physical and digital objects and environments. Instead of focusing on digital tools and information in isolation, this paper argues for the need to conceptualise and experiment with hybrid work environments through combinations of place, time, scale, resolution and other dimensions to develop hybrid spaces of practice. The paper describes experiments with a work environment that consists of multiple displays and representations to motivate and characterise hybrid spaces of physical and digital work environments.
keywords collaboration, ephemeral, tangible, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id 43f0
id 43f0
authors Flynn, D., van Schaik, P., Blackman, T., Fencott, P.C., Hobbs, B., & Calderon, C.
year 2003
title DEVELOPING A VIRTUAL REALITY-BASED METHODOLOGY FOR PEOPLE WITH DEMENTIA: A FEASIBILITY STUDY.
source Journal of CyberPsychology and Behavior, Vol6, Number6, 2003.
summary The aim of this study was to examine the feasibility of virtual reality (VR) technology for use by persons with dementia (PWD). Data were obtained directly from six PWD regarding their experiences with a virtual environment (VE) of a large outdoor park. A user-centered method was developed to assess: (a) presence; (b) user inputs; (c) display quality; (d) simulation fidelity; and (e) overall system usability. The extent to which PWD could perform four functional activities in the VE was also investigated (e.g., mailing a letter). In addition, physical and psychological well-being of PWD while interacting with the VE was assessed objectively by recording heart rate during the VR sessions and subjectively with discrete questionnaire items and real-time prompts. Symptom profiles associated with simulator sickness were assessed with an adapted version of the Simulator Sickness Questionnaire. The study found that PWD to some extent experienced presence; perceived that objects were realistic and moved naturally; generally felt in control of the interaction; and demonstrated little difficulty using a joystick for navigation. The study also demonstrated that VR is an appropriate medium for assessing functional behavior within the context of an ecologically valid VE. PWD did not experience any significant increase in symptoms associated with simulator sickness, or detriments to their psychological and physical well-being. These findings demonstrated that it is feasible to work in VEs with PWD.
keywords Dementia, VR
series journal paper
type normal paper
email
last changed 2005/12/02 11:36

_id ijac20031108
id ijac20031108
authors Hirschberg, Urs
year 2003
title Transparency In Information Architecture: Enabling Large Scale Creative Collaboration in Architectural Education over the Internet
source International Journal of Architectural Computing vol. 1 - no. 1
summary This paper is about networked collaboration in architectural education and about information architecture for networked collaborations. It presents results of a quantitative process analysis of two types of courses in Computer Aided Architectural Design that were taught using database-driven online environments. The main focus of the quantitative analysis is the performance of these online environments as information structures, designed to accommodate the presentation and the peer-to-peer exchange of design information for relatively large groups of between 60 and 150 participants. Using the database records to reconstruct the processes, three different quantitative analyses are described.Their results indicate that for these projects the web-environments were successful in enhancing peer-to-peer learning and that they promoted a more objective assessment of the submitted works. The study also looks at the effect that the environments themselves had on the process. Finally it draws some conclusions about these environments' information architecture: it presents tentative guidelines about how such environments must be designed to handle the dynamic display of design data, from many different authors, in a way that is transparent to the users.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ecaade03_029_203_kieferle
id ecaade03_029_203_kieferle
authors Kieferle, Joachim and Wössner, Uwe
year 2003
title Combining Realities - Designing with Augmented and Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2003.029
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 29-32
summary Augmented Reality (AR), the layering of reality and virtuality, can be used as a tool in architecture in model scale as well as in 1:1 scale on site. By combining real architecture models with virtual representations like e.g. wind simulation an intensive understanding for impacts can be observed. Coupling AR with further virtual environments (AR and Virtual Reality) in one scenario makes AR a tangible interface for VR and on the other hand supports the group discussion of distributed teams.
keywords Augmented Reality, Virtual Reality, Visualization, Interaction, Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:52

_id ecaade03_033_55_lin
id ecaade03_033_55_lin
authors Lin, Cheng-Yuan
year 2003
title Introducing Virtual Reality CAVE into Non-geometrically Curved Space Design
doi https://doi.org/10.52842/conf.ecaade.2003.033
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 33-36
summary Digital models can make visible non-geometrically curved space, and in this wayso doing realize the artistic/abstract conceptions of the designer. However, the question as to whether or not geometrically curved space can actually serve as the original design concept remains an unanswered question. This research aims to explore the relationship between virtual reality CAVE and the design of non-geometrically curved interior space. In this paper we make use of the PC-based virtual reality CAVE system — which is aimed at the design of large-scale interior space. It is possible that VR CAVE provides solutions to the problems inherent in non-geometrically curved space design.
keywords Virtual Reality; CAVE; non-geometrically curved space
series eCAADe
email
more http://www.arch.nctu.edu.tw/~gage/
last changed 2022/06/07 07:59

_id ecaade03_217_35_peng
id ecaade03_217_35_peng
authors Peng, Chengzhi
year 2003
title Visualising City in Change with the MEDIUM Platform
doi https://doi.org/10.52842/conf.ecaade.2003.217
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 217-224
summary Work on a methodology that attempts to deliver a dynamic urban information system for visualising city in change is presented. We have developed a Multi-tier Extensible platform for Dynamic and Interactive Urban Modelling (MEDIUM) in connection with a large-scale historical urban study programme that investigates the history of the City of Sheffield. The MEDIUM platform shows some new properties that could address the limitations observed in conventional static urban modelling. We consider that 3D virtual city models can be created along a chronological axis and the time dimension of each model segment can be registered in such a way that the 3D models of different times can be brought together under a unifying visualisation platform. This will allow a visual understanding of how a city may have evolved to develop. To date, we have applied the MEDIUM platform to real city datasets and produced examples that allow us to examine what effects of urban visualisation could be achieved through the dynamic user-centred approach.
keywords Dynamic urban modelling; virtual city; urban study, VRML; Web.
series eCAADe
email
more http://sucod.shef.ac.uk
last changed 2022/06/07 07:59

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_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 acadia03_042
id acadia03_042
authors Anzalone, Phillip and Clarke, Cory
year 2003
title Architectural Applications of Complex Adaptive Systems
doi https://doi.org/10.52842/conf.acadia.2003.325
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. 325-335
summary This paper presents methods and case studies of approaching architectural design and fabrication utilizing Complex Adaptive Systems (CASs). The case studies and observations described here are findings from a continuing body of research investigating applications of computational systems to architectural practice. CASs are computational mechanisms from the computer science field of Artificial Life that provide frameworks for managing large numbers of elements and their inter-relationships. The ability of the CASs to handle complexity at a scale unavailable through non-digital means provides new ways of approaching architectural design, fabrication, and practice.
series ACADIA
email
last changed 2022/06/07 07:55

_id ecaade03_117_101_bund
id ecaade03_117_101_bund
authors Bund, Sébastien and Do, Ellen Yi-Luen
year 2003
title SPOT! Fetch Light - Interactive navigable 3D visualization of direct sunlight
doi https://doi.org/10.52842/conf.ecaade.2003.117
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 117-124
summary SPOT is a 3D environment for direct sunlight visualization. Implemented in Java 3D, SPOT features two distinct and complementary components: Time Projection and Navigable Animation for virtual interaction. SPOT supports multi-dimensional data visualization including sun angle variations with diurnal and annual cycles in threedimensional space. In SPOT users can sketch on any surface in the 3D environment to indicate the area for simulation. SPOT then generates a spatial distribution representation of the illuminance level on a selected surface over time, rendered with colors of varied gradients. SPOT also enables designers to visualize the temporal information of light distribution over time for a given point. For each point clicked on the 3D model, SPOT generates a calendar diagram where the X and Y axis represent the months of the year and the time of the day. The color of each cell of the calendar is the result of the calculation of the light amount reaching the selected point.
keywords Daylighting, virtual worlds, virtual environments, sketching in 3D, gestureinterface, multi-dimension information visualization
series eCAADe
email
more http://depts.washington.edu/archbook
last changed 2022/06/07 07:54

_id 1101
id 1101
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO THE INTERACTIVE RESOLUTION OF CONFIGURATION PROBLEMS IN VIRTUAL ENVIRONMENTS
source 3rd International Symposium on Smart Graphics, Heidelberg, Germany, 2-4, July 2003. http://www.smartgraphics.org/ . Proceedings published by Springer: Lectures notes in Artificial Intelligence.
summary Intelligent Virtual Environments integrate AI techniques with 3D real-time environments. As such, they can support interactive problem solving, provided the underlying AI techniques can produce solutions within a time frame matching that of user interaction. In this paper, we describe an intelligent virtual environment based on Constraint Logic Programming (CLP), integrated in a real-time 3D graphic environment. We have developed an event-based ap-proach through which user interaction can be converted in real-time into appro-priate solver queries which are then translated back into automatic reconfigura-tions of the Virtual Environment (VE). Additionally, this framework supports the interactive exploration of the solution space in which alternative solutions (configurations) can be found. We demonstrate the system behaviour on a con-figuration example. This example illustrates how solutions can be interactively refined by the user through direct manipulation of objects in the VE and how the interactive search of alternative solutions in the VE is supported by these type of systems.
keywords Artificial Intelligence, Virtual Environments, Constraint Programming
series other
type normal paper
email
last changed 2005/12/02 11:34

_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 cf2003_m_056
id cf2003_m_056
authors De GRASSI, M., GIRETTI, A., BAZZANELLA, L and CANEPARO, L.
year 2003
title The AEC Virtual University - Design Oriented Knowledge Transfer Methods and Technologies
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. 313-323
summary The paper introduces the Web based INtelligent Design Support (WINDS) European Project to support education in design, a.k.a. the AEC Virtual University. The Project is divided into two actions. First, the research technology action will implement a learning environment integrating an intelligent design tutoring system, a computer instruction management system and a set of co-operative supporting tools. Second, the development action will build a large knowledge base supporting Architecture, Civil Engineering and Construction Design Courses and to experiment a comprehensive AEC Virtual University.
keywords design pedagogy, case-based teaching, e-learning, goal-based scenario, knowledge-based
series CAAD Futures
email
last changed 2003/09/22 12:21

_id ea0f
authors El Araby, Mostafa and Okiel, Ahmed
year 2003
title The Use of Virtual Reality in Urban Design: Enhancing the Image of Al-Ain City, UAE
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design with application to the Al-Ain City. Currently, Virtual Reality and Virtual Environments are the most growing fields of information technology and have a great media attention. There is evidence to suggest that the use of such technology will enhance conceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials and administrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities. Because of the limited time and resources, this study examines the visual quality of Downtown Al Ain, UAE, specifically, the Khalifa street (major shopping street). A basic VRmodel to the street was constructed. Modifications to the basic model were made to examine how changes in buildings’ heights and street vegetation affect the visual quality of the street. Results of this study showed that urban visualization is proving to be a valuable tool for designers and planners. Increasing the heights of buildings in the mid-street and on the edges, along with enforcing distinctive architectural styles for the proposed buildings will enhance the overall quality of the street. Furthermore, decreasing the intensity of current vegetation and tree heights will increase the imaginable quality of the street. Nevertheless, the built of a comprehend VR model needs more time, resources and facilities that were not available to this study. This model, if completed, tothe whole downtown area can be used both to identify existing problems and to quickly evaluate alternative solutions to those problems.
series other
email
last changed 2003/03/11 20:39

_id sigradi2003_091
id sigradi2003_091
authors Engeli, Maia
year 2003
title Reflection and Expression in an Ego-Shooter Environment
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This paper is about editing ego-shooter games to elaborate and express ideas by means of virtual spaces. Egoshooter games were chosen because they are a popular media and offer different possibilities for their alteration. The interesting and most challenging aspect is the search for new kinds of designs for the dynamic virtual space of the game environments. Examples from art and workshops with architecture students illustrate these explorations.
keywords Computer Games, Virtual Reality, Virtual Architecture, Digital Messages.
series SIGRADI
email
last changed 2016/03/10 09:51

_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 ecaade03_265_31_ham
id ecaade03_265_31_ham
authors Ham, Jeremy J.
year 2003
title The Computer as a Tectonic Design Tool: Comparisons between Virtual and Actual Construction
doi https://doi.org/10.52842/conf.ecaade.2003.265
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 265-268
summary The potential of the computer as a tectonic design tool is explored in comparison to scaled physical models, drawings and real-scale modelling (actual construction). Analysis of media use is undertaken in a case study of a range of design projects of differing emphases in relation to student perceptions and assessment. Relationships are drawn between representational media actual construction to inform a discussion of effective and authentic means of teaching tectonics within the design studio.
keywords Tectonics, 3D CAD, real-scale modelling
series eCAADe
email
more http:/www.ab.deakin.edu.au/online
last changed 2022/06/07 07:50

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