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 ecaade03_195_52_delic
id ecaade03_195_52_delic
authors Delic, Alenka and Kincl, Branko
year 2003
title Architecture of the virtual in housing
doi https://doi.org/10.52842/conf.ecaade.2003.195
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 195-198
summary Information and communication technologies (ICT) have brought about a revolution in architecture and urban planning; they are transforming learning and practice and presenting new challenges in our understanding of space, place and society. An entirely new world of architectural expression and experiment is opening up to us. At Faculty of Architecture in Zagreb a new optional course, Virtuality in Housing Architecture, has been proposed and is being taught for the first time. Subjects cover a wide area of use of ICT in housing architecture: research into the role of the computer in architecture as a creative discipline; encouragement of new challenges to the concept of the role of digital media in housing architecture through research of digital concepts such as computerization, information, electronic media, virtuality and cyberspace; themes related to development of intelligent environment and spaces, interactive buildings, virtual reality and cyberspace as directions of development. In our work we try to implement the method of e-learning, teamwork, communication and design through the Internet. Through experimental projects and research of new housing concepts, students create a basis for discussions on theoretical and practical solutions for the housing of the future, create new ways of presentation and open new fields of research. We shall here present the experience from our work.
keywords ICT, housing, virtuality, teamwork, e-learning
series eCAADe
email
more http://kdvlab6.arhitekt.hr
last changed 2022/06/07 07:55

_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 c7b8
authors Nitsche, Michael and Roudavski, Stanislav (with Penz, François and Thomas, Maureen)
year 2003
title Drama and Context in Real-Time Virtual Environments: Use of Pre-Scripted Events as a Part of an Interactive Spatial Mediation Framework
source TIDSE ’03 Technologies for Interactive Digital Storytelling and Entertainment, S.Goebel, N.Braun, U.Spierling, J.Dechau, H.Diener (eds.) Darmstadt, Germany, 24-26 March 2003. Fraunhofer IRB Verlag, Stuttgart, ISBN 3-8167-6276-X, pp. 296-310
summary We suggest that the dramatically engaging mediation of an experience of place should be built in as a fundamental capability of a compelling and meaningful virtual environment (VE). Our main objective is to develop flexible interactive techniques that supply VE’s with a coherent context and make the resulting ‘virtual place’ available to the user in a dramatically engaging way. To support the concept of narrative expressive space, we propose a three-layer multi-purpose spatial mediation framework that utilizes an interactive narrative structure to coordinate stylized dramatic camera work, lighting, effects and sound. We then describe the use of pre-scripted events as a layer in this framework and explain the inherent benefits and problems, using a single-user prototype environment as illustration. The work offers guidelines for the design of VE’s to all fields that combine narrativity and spatiality, such as interactive entertainment, education and architecture.
series other
email
more http://www.arct.cam.ac.uk/cumis/
last changed 2003/04/17 18:57

_id avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
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 The proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id caadria2003_a4-3
id caadria2003_a4-3
authors Chang, Yu-Li
year 2003
title Dual Interface Between Physical and Digital Cities Cyberspatial Cognitive Approach to Thread Digital City In Physical City
doi https://doi.org/10.52842/conf.caadria.2003.523
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. 523-538
summary Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? This paper studied by the viewpoint of cognition in order to explore the structure of the new style spatiality as cyberspace. By exploring the factors of human spatial cognition in physical space to interpret that human how to image and percept the spatial form of digital cities by the spatial experience in physical space, to construct the dual interface of spatial cognition of interaction between digital cities and physical cities.
series CAADRIA
email
last changed 2022/06/07 07:55

_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
doi https://doi.org/10.52842/conf.caadria.2003.145
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
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 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 ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id sigradi2004_169
id sigradi2004_169
authors Edison Pratini
year 2004
title An experience on supporting the learning of technical graphics and improving visualization
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics in engineering and design courses at the University of Brasilia, Brazil. Our motivation was the fact that most of the students have a lack of previous knowledge on the basis of drawings, resulting difficulties in both understanding and visualizing technical drawings. As an experimental method, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To better support learning, we first provided a website with animations and virtual reality resources, avoiding the usual textbook metaphor. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. This experience is intended to improve the learning in a way that motivates the students. Classes, website and CD-ROM material was conceived to take advantage of computers´ interactivity and animated resources.
keywords Distance learning, interactivity, Internet, technical graphics, 3D modeling
series SIGRADI
email
last changed 2016/03/10 09:51

_id diss_2003
id diss_2003
authors Gorczyca, Adam
year 2003
title Interaction of the design methods and the contemporary computer techniques
source Faculty of Architecture, Warsaw University of Technology
summary The thesis researches a bilateral relations between computer techniques and methods of architectural design. It represents a holistic attitude because of a multithread analysis in the field of the theory of design, a new hard- and software used by architects, and a design practice.

Thesis: Contemporary computer science development at the end of the twentieth century pushed architects to use hard- and software as tools, which became an active support (more than just CAAD). It enabled to widen the scope of a form-properties research and a generation of solutions impossible to achieve before, by using traditional methods and tools. This situation leads to new, unpredictable possibilities of architectural research and design. Objectives: 1. Definition of the latest trends in computer technologies applied in architectural offices. 2. Presentation of some practical consequencies of application of those technologies in design and construction. 3. Separation of new design methods caused by use of digital tools. 4. A simplified taxonomy of the methods above, with characteristic features. 5. A research in practical application of digital tools in Polish and foreign offices, as well as at the WUT Faculty of Architecture.

The subject of the work:

The thesis constitutes of five chapters. The first chapter is an introduction, where the range of work is presented in the context of place, time and the research made. The following chapters research three aspects of CAAD: (1) hardware and software, (2) new definition of architecture, which is a result of application of the digital tools, (3) practical problems connected with the use of computer techniques. The second chapter describes the new technologies in use –Virtual Reality (incl. VRD, CAVE’s, Data Gloves, motion-capture), Rapid prototyping (incl. holographic printers, 3D scanners, routers, milling-machines), new types of interfaces (e.g. xWorlds, InfoSpace, Flock of birds), etc. The third chapter is a theoretical one. It presents three types of changes in design methods, which can be classified, judging by results, in architecture of: (a) in-formation (b) de-formation and (c) cyberspace. All the mentioned applications of a digital technology cause redefinition of the range of the architects’ profession. The fourth chapter is concentrated on the application and utilization of technology. It is a detailed analysis of chosen buildings (characteristic examples) and design methods used by some avant-garde and well-known practitioners and visioners of architecture (Eisenman, Gehry, Spuybroek, etc.). It also presents statistics, where the influence of digital tools on the way of working (efficiency, productivity, use of tools) is expressed numerically. A synthesis summarizes the relation between architects and the new digital tools in some aspects: hard- and software, social changes, ergonomics, methodics, linguistic/symbolic and architectural. The mentioned ranges of interaction constitute the proof of the thesis.

series thesis:PhD
email
last changed 2003/09/17 18:20

_id heyligheneaae2003
id HeylighenEAAE2003
authors Heylighen, Ann
year 2003
title A maintenance contract for the architect's degree - Concept, materialisation and post-occupancy
source Ebbe Harder (ed.), Writings in Architectural Education, Transactions on architectural education No 15, EAAE/AEEA, pp.134-147
summary Today, architecture is confronted with changing concepts of time, space and place. These changes are largely induced by the advent of the information society and in turn induce the need for entirely new ways of conceiving architectural education. It is obvious, however, that architectural education does not hold absolute sway over the need for renewal, as other domains and disciplines too are confronted with the inevitable learning society: a society in which individuals, groups and companies are learning on a permanent basis. What architectural education does hold absolute sway over – or at least should be granted a patent for – is the unique way in which it used to prepare (and still prepares) its students for practice in the design studio. Therefore, instead of throwing out the design studio with the bathwater, we consider it as an outstanding lead for pursuing the learning society within the context of architecture. Furthermore, we see ICT not only as a cause of, but at the same time as an ally in this pursuit, as it allows reinforcing the studio as “espace transitoire”. To this end, we propose to literally connect the studio with the world of practice through an on-line platform constructed of concrete cases.
keywords Architectural education, ICT
series journal paper
email
last changed 2004/03/25 17:54

_id ijac20031203
id ijac20031203
authors Heylighen, Ann; Neuckermans, Herman
year 2003
title (Learning from Experience)? Promises, Problems and Side-effects of Case-Based Reasoning in Architectural Design
source International Journal of Architectural Computing vol. 1 - no. 1
summary Learning from experience is the essence of Case-Based Reasoning (CBR). Because architects are said to learn design by experience, CBR seemed to hold great promises for their field, which inspired, in the 1990s, the development of various Case-Based Design (CBD) tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels: the cognitive model underlying CBR, the implementation of this model into concrete CBD tools, and the context in which these tools are to be used. On the other hand, CBR research seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and a re-discovery of the key role that cases play in architectural design.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2003_m_062
id cf2003_m_062
authors JUNG, T., GROSS, M. D. and DO, E. Y.-L.
year 2003
title Light Pen - Sketching Light in 3D
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. 327-338
summary We describe a lighting design system driven by sketching on 3D virtual models. Conventional lighting design tools simulate the lighting effects of design decisions such as window locations, surface treatments, and fixture placement. Light Pen takes the inverse approach by allowing the designer to indicate desired illumination on a 3D model. This serves as input to a knowledge-based lighting design system, which recommends what lights to use and where to place them, based on the designer's expressed intentions and on the geometry of the space.
keywords knowledge-based, lighting, sketch, virtual environment
series CAAD Futures
email
last changed 2004/10/04 07:49

_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 6943
id 6943
authors ML Maher, G Smith and JS Gero
year 2003
title DESIGN AGENTS IN 3D VIRTUALWORLDS
source IJCAI03 Workshop on Cognitive Modeling of Agents and Multi-Agent Interaction, R Sun (ed), IJCAI, Acapulco, pp 92-100.
summary Design agents are rational agents that monitor and modify elements of a designed environment. Special characteristics of design agents include the ability to reason about patterns and concepts, and the ability to act autonomously in modifying or changing the design to achieve their own goals. 3D Virtual Worlds are multi-user distributed systems that provide a designed environment and a closed world environment for studying design agents in a multiagent system. We present a model for a design agent reasoning process and a model for constructing a memory of the agent’s knowledge and interaction with a virtual world. The reasoning process includes sensation, perception, conception, hypothesizing, and planning a sequence of actions. Each agent has a constructed memory: a dynamic and changing view of the designed world that is determined by the agents sense data and reasoning. The agents construct and maintain a representation of the relevant objects in the world using a Function- Behavior-Structure formalism in order to reason about the intended and actual functions of the designed objects in the world. We have implemented this agent model by extending the Active Worlds platform so that each object in the 3D world can have agency. We illustrate the model with a door agent and a multi-agent room that reason about the use of the 3D world.
keywords design agents, virtual worlds, FBS framework
type normal paper
email
last changed 2004/04/10 02:47

_id cf2003_m_110
id cf2003_m_110
authors OXMAN, Rivka
year 2003
title Designing the Virtual Design University
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. 291-300
summary Universities are currently providing learning opportunities to students and teachers exploiting information and communication technologies to deliver their programs and provide tuition support. However, since architectural design education is unique, general models of e-learning are not applicable. Regarding a potential virtual design university there is therefore a particular need for a theoretical pedagogical framework. The objective of this paper is to present a theoretical basis for the design and implementation of a unique e-learning environment suitable for design learning and design teaching in the architectural and engineering domains. The ideas and the concepts are currently being implemented in the WINDS project. Three theoretical and methodological aspects that provide unique consideration for the construction of a virtual learning environment for design are presented and discussed: 1) A unique structure of design knowledge as required in virtual education; 2) A requisite pedagogic framework for virtual design education; and 3) A particular technology designed and implemented to support these aspects in WINDS.
keywords design pedagogy, e-learning, virtual university
series CAAD Futures
email
last changed 2003/09/22 12:21

_id caadria2003_a6-3
id caadria2003_a6-3
authors Oxman, Rivka
year 2003
title Cognitive Strategies for E-Teaching and Elearning In A Virtual University for Design
doi https://doi.org/10.52842/conf.caadria.2003.787
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. 787-800
summary Cognitive strategies for e-teaching and e-learning in a Virtual University for Design are introduced and presented. Among these are the following: conceptual navigation, content reconstruction and precedent-based navigation. We discuss and present how these strategies support a unique exploratory mode based on associative learning in the WINDS project. We demonstrate how these strategies are implemented and employed by authors and learners in the ALE system, the authoring-learning-environment component, currently under development as integral part of the WINDS project.
series CAADRIA
email
last changed 2022/06/07 08:00

_id cf2003_m_017
id cf2003_m_017
authors PENG, Chengzhi
year 2003
title Serial Vision Revisited: Prospects of Virtual City Supported Urban Analysis and 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. 259-270
summary Following our previous research on developing a dynamic virtual city system (Sheffield Urban Contextual Databank, SUCoD), the paper reports on a study of applying the virtual city resources to an undergraduate urban design course. The study focuses on how the multi-dimensional and multiple types of urban contextual data can be used by student designers directly for urban visual analysis and design development. A link is made with the Serial Vision in Townscape first proposed by Gordon Cullen, which sets out an experiential approach to how a living city environment should be read and understood. Drawing on the project works produced by the students, some patterns of generating urban narratives and 3D spatial designs were observed. Although the current experiment with SUCoD is limited in terms of data scope and modelling capabilities, it reveals a future direction to follow that can turn conventional virtual cities into Web-based online services capable of supporting urban design analyses and syntheses directly.
keywords city, e-learning, serial vision, townscape, urban design, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id ascaad2007_036
id ascaad2007_036
authors Pratini, E.F.
year 2007
title Experimental Tools for the Teaching of Technical Graphics and Improving Visualization
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 457-468
summary This paper presents an updated evaluation of an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics at the University of Brasilia, Brazil. It differs from a previous paper (Pratini, 2004) for the addition of an overview of the course, the context and the new teaching methodology. It is an extended, more detailed paper, which includes examples, and closes with some results of surveys on the didactic material and the methodology. Our motivation for this experiment is the fact that most of the students have a lack of previous knowledge on the basis of drawings, resulting difficulties in both understanding and visualizing technical drawings. In this experiment, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To support the learning of this broad knowledge not present in the technical graphics bibliography, we first provided a website with animations and virtual reality resources. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. At the present time, the CD-ROM contains almost all the needed didactic material and software for the one semester technical graphics course. This experience was intended to improve and to support learning in a way that motivates the students, young people who are used to play video and computer games. Classes, website and CD-ROM material were conceived to take advantage of computers´ interactivity and animated resources. The use of computers´ technology and new media to support the learning resulted a new methodology and several new unanswered questions.
series ASCAAD
email
last changed 2008/01/21 22:00

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