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 532

_id sigradi2004_129
id sigradi2004_129
authors Clarissa Ribeiro; Anja Pratschke; Azael Camargo
year 2004
title [on]_ambiente para uma comunidade virtual ["[on]_ambiente" for a Virtual Community]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Inside of a public politics project . Comunidades Online . that considers the construction of a virtual community as intervention in a concrete community, the article considers some initial parameters capable to guide the design of a virtual environment of dialogue and interaction for this on-line community. The objective of this article is to trace the main lines that will direct the design process this environment in a boarding with approaches to the architecture, placing on questions to the space where this dialogue happens. The work develops from the discussions circa the concept of community; of interfaces examples that illustrate different ways to give quality support to the dialogue between users, and one more consistent representation of .I., as well as expression of the identity in the virtual environment; and of an alternative presentation for technological basement, the semantic web.
keywords Community; virtual communities; semantic web; virtual environment design
series SIGRADI
email
last changed 2016/03/10 09:49

_id 106caadria2004
id 106caadria2004
authors Yoke-Chin Lai
year 2004
title Contribution of Semantic Web to Collaborative Design
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. 91-106
doi https://doi.org/10.52842/conf.caadria.2004.091
summary This paper focuses on a lightweight ontology-based knowledge management system, which is a prototype that aims at enhancing the collaborative activities in the early building design phase. Technologies with respect to de facto standards proposed by industry group W3C are implemented to develop this knowledge management system. Resource Description Framework (RDF) associated with its Schema (RDFS) is selected as the ontology language used in the system. RDF(S) with its embedded reasoning techniques provides a rich set of constructs to facilitate the generation of ontologies so that the annotated information can be machine readable. Approaches of how the domain knowledge is represented in RDF(S)-based ontology, is shared and retrieved among stakeholders of building project will be described and illustrated in the paper. A proposition with respect to the contribution of this prototype system to collaborative activities undertaken in the early building design phase will also be discussed in the paper.
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2004_209
id sigradi2004_209
authors Alexandre Cantini Rezende
year 2004
title Estudo sobre o cognitivismo e o hipertexto, e a disponibilização de material didático na internet [A Study on Cognitivism and Hypertext, and Pedagogical Material delivery over the Internet]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Internet has made the use of computer based teaching tools more popular then ever. Little attention has been paid to methods for providing schoolbooks in hypertext environment, though. The objective of this research was to develop propositions of methods and tools specifically for presenting textbook in interactive digital environments, paying attention to the characteristics and demands of contemporary youth and the characteristics and potentialities of hypertext systems, specially its associative quality, similar to those of the human mind. The theory on which this article is based is brought by David Ausubel.s cognitive pedagogy and its similarity to web systems, especially those which are hypertext based.
keywords Hypertext; Education; Cognition; Webdesign; Textbook
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2004_249
id sigradi2004_249
authors Carlos G. Navia D.
year 2004
title Virtual.comics (v.1)
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Virtual Comics proposed a reflection about digital universe and its capacity to represent real, unreal, imaginary, oneirics, or daily under an only web-multimedial soport. As a result of the project it was appreciated the vision of the students of the world and current society, the difficulty of learning new tools to solve a problem and the strong influence of other cultures that deeply impact our own identity. Reforced the importance of groupal work, the goals fullfilment and a real percepción of the labor life. The job intented to appeal to the man sences, where the user could freely choose the way to go through the story, choosing among other things, the end of these. Different softwares where use to oriented the creation of illustrations, animations and web development.
series SIGRADI
email
last changed 2016/03/10 09:48

_id ddss2004_d-1
id ddss2004_d-1
authors Cerovsek, T. and B. Martens
year 2004
title On the Extended Use of Citations in CAAD
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 1-17
summary This paper discusses the extended use of the Cumulative Index of CAAD (CUMINCAD) - a digital library set up in 1998 serving the CAAD-community as an important source of scientific information with over 6.000 recorded entries published on-line. The aim of this paper is to elaborate a related Citation Index to CUMINCAD - with over 20.000 references - and to provide information on entries with an exceptional high impact in the CUMINCAD database. The importance is determined through its use (citing) in the framework of afterwards published scientific materials. By utilizing graph theory methods extensive citation analyses will be presented illustrating the impact of particular contributions in different research topics.
keywords Scientific Knowledge Management, Retrospective CAAD Research, Graph Theory, CAAD-Related Publications, Web-Based Bibliographic Database
series DDSS
last changed 2004/07/03 22:13

_id 301caadria2004
id 301caadria2004
authors Chia-Yu Wang, Teng-Wen Chang
year 2004
title Information Sharing for Small Design Studios - Ubiquitous Information Flow Approaches
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. 391-404
doi https://doi.org/10.52842/conf.caadria.2004.391
summary While balancing the feasibility of management as well as design quality, design offices with strong focus on design are getting smaller and more compact. Mobility and dynamic information flow are two key issues for information sharing in design studio. In this research, we discussions about these concepts of ubiquitous computing, workflow and information model on small design studio. The goal of this research is trying to use available digital equipments as a ubiquitous device for sharing information dynamically no matter where and when they are. Use such digital equipments as well as server to store information and improve human interaction to achieve better interaction between human and technology. For these issues, we analyze three components of our system—the types of information, the interactive behaviors using roles as a metaphor, and ubiquitous devices that are available for small design studio. Within this research, we propose a system call Ubiquitous Information Flow Tool (UIFO) based on Java and Web technology for testing and reifying the concepts of ubiquitous information flow.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 410caadria2004
id 410caadria2004
authors Chiung-Hui Chen, Hui-Tin Lin, Mao-Lin Chiu
year 2004
title A Scenario-Based Agent System for Digital City Interaction
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. 693-706
doi https://doi.org/10.52842/conf.caadria.2004.693
summary Urban design involves coordination and communication for collecting consensus among citizens and developing the design strategy and spatial program. While these are web-based systems for representing the real world actions, there is lack of human interaction for receiving feedbacks during the process. Therefore, the purpose of this study is to introduce the agents into the participatory design process (PDP) based on scenarios. This paper has developed a webbased system prototype to demonstrate how the agent can interact with users and how the interface facilitates incremental design. We present a participatory design project in an old street to illustrate how the Scenario-Based Agent System (SBAS) model functions in a real application. Meanwhile, four issues will be discussed in regarding with building a learning interaction agent as an actor.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 506b
id 506b
authors Christenson, Mike
year 2009
title Testing the relevance of parameterization to architectural epistemology
source Architectural Science Review, Volume 52.2: 135-141
summary Advances in building information modeling (BIM) deeply impact the production of new architecture; its benefits are obvious and its acceptance widespread. But how does BIM impact the study of existing architecture? Can BIM be assumed to operate as a neutral framework, equally applicable to the study of architecture anywhere? Using as a point of departure a recent outline of the conceptual structure of parametric modeling prepared by Sacks, Eastman, and Lee (2004), this paper compares parametric models of two existing works of architecture: Mies van der Rohe’s Crown Hall and Peter Zumthor’s St. Benedict Chapel. The processes of parametrically modeling each building are specifically compared in two ways: first, parameters are established for each model; second, each model is "flexed" as a means of disclosing possible semantic relationships within each work of architecture. Because each building demands a different parameter-establishment strategy, and because the models permit different degrees of flexibility, the comparison illustrates the shortcomings of a "neutral framework" assumption to an architectural epistemology.
keywords Existing architecture, Parametric modeling, Representation
series journal paper
type normal paper
email
more http://www.earthscanjournals.com/asre/052/asre0520135.htm
last changed 2009/06/18 14:24

_id 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
doi https://doi.org/10.52842/conf.ecaade.2005.037
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id avocaad_2003_15
id avocaad_2003_15
authors Dietmar Lorenz
year 2003
title Communication Playground01
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 Communication Playground01-Project represents an experimental game structure, where new communication strategies in the Internet can be tested in a game situation. The realisation basis is provided by the first-person shooter game `Quake III`. The idea is to create personal, demanding virtual realities in which individuals can meet and communicate via the Internet. The implementation of Avatars enables the individual to receive visual feedback from the chat partner in real time. In order to create an appropriate environment to experiment, a game was developed to promote and also provoke these requirements purposefully.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id avocaad_2003_16
id avocaad_2003_16
authors Dietmar Lorenz
year 2003
title Statements for the conference workshop
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 no summary available
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 415-424
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
doi https://doi.org/10.52842/conf.ecaade.2004.500
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id ascaad2004_paper16
id ascaad2004_paper16
authors Hassan, R.; K. Jorgensen
year 2004
title Computer Visualizations in Planning
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A wide range of visualizations have been developed and implemented as tools for urban simulations and visual impact assessment. These include: plans, diagrams, elevations, perspective sketches, renderings, modified photographs (photo renderings and photomontages), slide projections, scale models, movies, videotapes and computer graphics. In the last decade, graphical computer applications have proven to be an increasingly supportive tool in visualization and manipulation of graphical material. This study presents the state of the art of computer visualization in planning. More specifically, the use of web-based computerized visualizations for landscape visual simulation, with the aim to develop a system of visualization techniques as an aid to communicating planning and design scenarios for historically important landscapes and urban places, with particular attention to the city of Nablus in Palestine. This has led to the evaluation of possibilities and potentials of computer use in this field, and to the definition of the visual problems and challenges of the city of Nablus. This study will argue what extra one can draw from computerized visualizations, what is likely to be its impact on future planning and design research, and what this visualization experience really means for historical important locations as in Nablus. The study demonstrates that computerized visualizations can be a powerful tool in representing a cityscape in three-dimensions from different angels. Visualizations will allow better understanding of the components of the city, its landscapes, city features and the process of change. In this way it may provide new and better platforms for public participation in planning.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 104caadria2004
id 104caadria2004
authors Henry Iskandar Ong
year 2004
title Role of Computer Visualization As a Support for Architect-Client Design Collaboration
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. 65-78
doi https://doi.org/10.52842/conf.caadria.2004.065
summary This paper discusses the role of computer based visual simulations in the context of bridging the communication gap between client and design team, based on years of practising architecture in the Sumatra region, Indonesia. Its principal objective is to identify steps in design process to assess the design collaboration between bodies with different culture backgrounds, so that greater understanding and agreement can occur. It also attempts to facilitate and foster effective communication which will lead to improved design collaboration practise, in a region famous for its rich vernacular architecture. Two finished projects located at different sites in North Sumatra in which the author was involved, will be included as sample cases.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2004_162
id sigradi2004_162
authors Isabel Amalia Medero Rocha
year 2004
title A concepção arquitetônica em ambiente computacional, a ferramenta como fator interveniente durante a geração de idéias Paavi-projeto de arquitetura em ambientes virtuais interativos [The Conception of Architecture in a Computational Environment - The Tool as an Intervening Factor during the Generation of Ideas (Paavi- Architectural Project in Interactive Virtual Environments)]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study presents the results obtained as of the teaching of architectural project at a digital workshop using the WEB environment and its graphic and textual interaction tools. Sketches and external and internal 3D modeling of the architectural object formed the corpus of this investigation. The architectural concept phase (generation of ideas) was given pedagogical emphasis, based on a core concept established by conceptual images and to which space, software and formal construction elements are subordinated. The computational tool was seen to become one of the agents in the idea generation process by assisting in the arrangement of the designer.s initial ideas and by establishing project procedures that use computer-based operations. These project procedures reconstruct the object perceived as architectural concept. The central notion in the architectural proposition is the decisive element in the choice and use of the graphic software in the design process, considering its different steps.
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2004_283
id sigradi2004_283
authors Iván N. León Trujillo
year 2004
title Interacción icónica verbal en interfases digitales [Verbal Iconical Interaction in Digital Interfaces]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Based on principles of usability and semantics, to analyze the structure that sub lies in the design of a graphical digital interfaces, it.s the main focus of this paper. Besides it tries to provide the criteria for designers of interfaces, and helps them to understand certain items that can give them the tools with they can generate in the common user, confidence and freedom in the use of an interface.
keywords Semantic Structure, Visual communication, Interfaces, Usability, Adscriptor
series SIGRADI
email
last changed 2016/03/10 09:53

_id 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
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. 759-776
doi https://doi.org/10.52842/conf.caadria.2004.759
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
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. 5-14
doi https://doi.org/10.52842/conf.caadria.2004.005
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

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