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 11 of 11

_id 101caadria2004
id 101caadria2004
authors Tuzmen, A.
year 2004
title REQUIREMENTS-BASED METHDOLOGY FOR THE EVALUATION OF THE COMPUTER SUPPORTED COLLABORATION ENVIRONMENTS
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 19-34
doi https://doi.org/10.52842/conf.caadria.2004.019
summary Literature consists of research identifying the benefits and pitfalls of the use of computer supported collaboration tools and environments to support collaborating design teams (Kvan, 1998; Maher et al, 2000). However, we don’t find enough information in literature about the methodology needed for evaluating the performance of a collaboration environment in meeting the needs and expectations of the collaborating design teams. There are no uniformly accepted methodologies or metrics for evaluating the performance of a design collaboration environment. This paper introduces a requirements-based methodology for evaluating the effectiveness of design collaboration environments. The requirements-based methodology was developed and implemented during a process which involved: a) the use of various synchronous and asynchronous collaboration environments, and b) comparison of those against each other each other by an evaluation methodology. The evaluation methodology proposed in this study is experimented during a course entitled Computer Supported Collaborative Design at the University of Sydney.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:58

_id ijac20053406
id ijac20053406
authors Kvan, Thomas
year 2005
title Professor Tsuyoshi Sasada 1941-2005
source International Journal of Architectural Computing vol. 3 - no. 4, 519-526
summary Tsuyoshi Sasada, known as Tee to so many of us, died on 30 September 2005 at the age of 64 after a long illness.Tee retired from Osaka University in 2004 upon reaching the mandatory retirement age but retained his association as Emeritus Professor.At the time of his death he held appointments as Honorary Professor, National Chiao Tung University (Taiwan) and Expert Researcher, National Institute of Information and Communications Technology. He had been with Osaka University since 1970, having earned his bachelor, master and doctoral degrees at Kyoto University. In 1988 he was appointed Professor in Osaka and established his laboratory, known as the Sasada Lab, from which over 200 students have graduated.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id 382c
id 382c
authors Kvan, Thomas
year 2004
title COMPUTERS AND ARCHITECTURE
source Encyclopaedia of Twentieth Century Architecture, R. Stephen Sennott, editor, Routledge/Taylor & Francis, New York, 2003 ISBN 1579582435, pp 287-289
summary A 2000 word encyclopedia entry for the Encyclopedia of Twentieth Century Architecture reviewing the nature of computer aided design in the last fifty years of the last century.
series other
type normal paper
email
last changed 2004/09/27 07:11

_id 2004_410
id 2004_410
authors Kvan, Thomas and Gao, Song
year 2004
title Frames, Knowledge and Media - An investigative Study of Frame Systems within Computer and Paper Supported Collaborative Design Process
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 410-417
doi https://doi.org/10.52842/conf.ecaade.2004.410
summary Can media foster better performance of problem framing? Problem framing contributes to successful design learning. Minsky classified this activity into four types of frames. In collaborative design, media as external representation assist designers to converse their ideas with others and themselves. This paper explores the effects of rich and lean media on the context of frame systems within computer supported and paper supported collaborative design environments. Through conducting laboratory experiment we find that different media indeed can influence the distribution of frames along the whole design sessions. To investigate this phenomenon some possible reasons related to theory are explored, shedding light on our future study on design education.
keywords Collaborative Design; Design Media; Design Cognition; Design Knowledge; Frame Systems
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac20032110
id ijac20032110
authors Kvan, Thomas
year 2004
title The Dual Heritage of CAAD Research
source International Journal of Architectural Computing vol. 2 - no. 1
summary The development of research in computer aided architectural design has evolved in the context of architectural design. A review of Tom Maver's work is undertaken from the perspective of his shortest paper, CAAD's Seven Deadly Sins. In that paper cautions were given to researchers. Here these cautions are interpreted in the context of the dual heritage of our field in science and creative arts. An examination of Tom Maver's own work suggests that these sins are counterbalanced by a like number of virtues and it is suggested that these are demonstrated in the corpus of his work and the community he has fostered.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2206
id 2206
authors Kvan, Thomas
year 2004
title REASONS TO STOP TEACHING CAAD
source Mao-Lin Chiu (ed), Digital design education, Garden City Publishing, Taipei 2003, ISBN 9867705203
summary Computers are a problem. They are expensive, even if the prices have dropped dramatically and promise to continue dropping. They do not look after themselves but demand considerable attention – we have to hire computer specialists to ensure they talk to each other, staff are required to make sure software is installed and to fix things when it no longer works. Learning to use them is tedious; skills have to be developed to master several idiosyncratic software systems. The hardware and software regularly malfunction. It is faster to draw a line by hand than with software. Students already have enough trouble learning how to stop a window leaking or ensure a fire escape route will protect people in time of trouble, why make them learn all these other things. We should stop teaching CAAD. Although technological and economic issues are very real and not to be dismissed lightly, the real problems of teaching CAAD are not these. The real issues we need to address is how we teach and, behind that, why we teach. This paper explores the what and why.
keywords pedagogy
series other
type normal paper
email
last changed 2004/09/27 07:10

_id ijac20042402
id ijac20042402
authors Kvan, Thomas; Gao, Song
year 2004
title Problem Framing in Multiple Settings
source International Journal of Architectural Computing vol. 2 - no. 4, 444-460
summary This study offers an insight to architectural students' problem framing activities using digital and paper media. The role of problem framing in design processes and its contribution to design learning has been studied by others. Here, we investigate the effects of media on framing activities. Laboratory experiments were conducted to investigate problem framing under three settings, namely online co-located, online remote and paper-based co-located. Student pairs were asked to spend forty minutes in solving collaboratively a wicked design problem. The results show that problem framing activities are significantly different in the online remote setting compared to those in the two co-located settings. We find more density of framing activities happened in the online remote setting than in the other two settings while there is no significant difference between online co-located and paper-based colocated settings.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2004_304
id 2004_304
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2004
title 3D Crossover - From 3D Scanning to Digital Modelling, Rapid Prototyping and Physical Depiction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 304-311
doi https://doi.org/10.52842/conf.ecaade.2004.304
summary Crossing over a variety of digital and physical media, creation and representation of an architectural design process can influence perception, comprehension and conception of spatial volumes within both physical and virtual environments. These tools then transform and translate the design process from virtual to tangible portrayal of architectural design and vice versa. Artists and designers pushed media to new interpretations of the media themselves and with that of their artwork. Using these potentials and translate them by employing current technologies we embarked to new understanding and communication of architectural gestalt, form finding and design process. Interchanging and merging design environments from reality to virtuality to an extent that the boundaries of each one are dismantled, both realms can be used together in an overall process that leads to alternative form findings and resulting designs.
keywords Form Generation; Design Translation; Design Interpretation; Design Manipulation; Virtual Environment
series eCAADe
email
last changed 2022/06/07 07:57

_id ijac20042404
id ijac20042404
authors Schnabel, Marc Aurel; Kvan, Thomas; Kuan, Steve K.S.; Li, Weidong
year 2004
title 3D Crossover: exploring objets digitalisé
source International Journal of Architectural Computing vol. 2 - no. 4, 476-490
summary By merging a range of digital and physical media, the architectural design process is enriched by different perceptions, comprehensions and conceptions of spatial volumes within both physical and virtual environments. The use of digital media often confines the design process to only the digital realm; in this class, students moved fluidly back and forth from digital to physical using digital tools in unorthodox ways. These different media transformed the design process from a tangible portrayal of architectural design to a virtual portrayal, and vice versa. With this interchanging and crossing over of design environments from reality to virtuality the limits of each one are dismantled, both realms can be brought together in an overall process that led to alternative form findings and resulting designs. This work lies in the tradition of artists who push media to explore new interpretations both of the media themselves and of their artwork.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2004_159
id 2004_159
authors Seichter, Hartmut and Kvan, Thomas
year 2004
title Tangible Interfaces in Design Computing
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 159-166
doi https://doi.org/10.52842/conf.ecaade.2004.159
summary Sensorial richness is essential in the design process, yet digital design tools do not respond to this need. Tangible interfaces offer an opportunity for interaction with design computing systems to explore means of supporting a wider range of experiences. In this paper we look at implementations of tangible interfaces through a framework based on the concept of affordance. We conclude with a brief introduction to experimental tangible interfaces that have been developed in order to carry out collaborative user evaluations in a design studio setting and evaluate these in the same framework.
keywords Augmented Reality; Tangible Interfaces; HCI; Design Computing
series eCAADe
last changed 2022/06/07 07:59

_id 306caadria2004
id 306caadria2004
authors Thomas Kvan and Song Gao
year 2004
title Problem Framing in Multiple Settings
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 453-466
doi https://doi.org/10.52842/conf.caadria.2004.453
summary In order to improve pedagogical effectiveness, this study aims at gaining an insight on architectural students’ problem framing activities using digital versus paper media. The role of problem framing in design process and its contribution to design learning has been variously studied. Laboratory experiments were conducted to investigate the role of problem framing under three settings namely online co-located, online remote and paper-based co-located. Students were asked to spend 40 minutes in solving a wicked design problem collaboratively. The results show that in the online remote setting the activities of problem framing are significantly different compared to those in the other two co-located settings. We find more density of framing activities happened in the online remote setting than in the other two settings. We also find there is no significant difference of problem framing between online co-located and paper-based colocated settings. Through this study we suggest that multiple design tools need to be considered to support design learning and teaching.
series CAADRIA
email
last changed 2022/06/07 07:58

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