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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_id 2004_201
id 2004_201
authors Terzidis, Kostas
year 2004
title Algorithmic Design: A Paradigm Shift in Architecture?
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 201-207
doi https://doi.org/10.52842/conf.ecaade.2004.201
summary This paper inquires into the nature of computation as a conceptual source of design. Algorithms are used, not to enhance architectural designs, but rather to conceive them. Such a possibility departs for the dominant assumption that design is entirely conceived within the designer’s mind. If true, it may constitute a paradigm shift in architecture.
keywords Algorithm, Design, Paradigm Shift, Unpredictability
series eCAADe
last changed 2022/06/07 07:58

_id 2004_426
id 2004_426
authors Carrara, Gianfranco and Fioravanti, Antonio
year 2004
title How to Construct an Audience in Collaborative Design - The Relationship Among which Actors in the Design Process
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 426-434
doi https://doi.org/10.52842/conf.ecaade.2004.426
summary The features of complexity in architectural design have now been clarified. Complexity, intrinsic in architectural work, has increased in recent years as in all other fields of human endeavour – social, economic and cultural. In the specific case of architectural design, the most significant factors in this regard consist of the large number of actors, the numerous disciplines involved, technological innovation, regulations and rules governing the design process and the various different design aims. In order to address this complex of problems, long-term research based on the Collaborative Design paradigm, CD, is now being carried out. In it, thanks to the reciprocal exchange of information, the complementary nature of the knowledge possessed by the various actors, and the contemporary nature of the design action by the various actors on the same components, positive effects are exerted on the design as a whole. The latter thus gains in coherence and in improved integration among the design solutions proposed by the various actors. In CD all the actors are involved from the outset of the design work and are helped by distributed Knowledge Bases (KBs) and Intelligent Assistants (IAs). In this case it may happen that information and knowledge automatically exchanged among KBs (through the IAs) are excessive and/or not addressed to the right actors. How can information redundancy be avoided, and how can the flow of information sent over the network be controlled? The present paper introduces and defines the concept of „Audience“, that is, the group of actors to which it is permitted to send information concerning non respected requirements and the „reduced Audience“ to which to send the knowledge needed to overcome the difficulties encountered.
keywords Collaborative Architectural Design, Complexity, Intelligent Assistant, Context, Audience
series eCAADe
last changed 2022/06/07 07:55

_id caadria2004_0
id caadria2004_0
authors Lee, Hyun Soo and Choi, Jin Won (Eds.)
year 2004
title CAADRIA 2004
source 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, 983 p.
doi https://doi.org/10.52842/conf.caadria.2004
summary Having as topic for the conference the tile with keywords such as culture, technology, and architecture, we were expecting to find out the relationships among those three domains, and how they are interrelated in this fast growing information society. This triangular relationship has been established based on the increasingly noticeable paradigm shift from traditional computer-aided design research in architecture to research in diverse areas such as virtual environments and communities and interactive smart spaces, including the consideration of sociocultural aspects along with the technological issues. Making virtual environments focuses on creating a new, yet virtual world where people can inhabit or visit for diverse purposes. The virtual architecture becomes a medium for diverse communications as well as digital contents for the new media industry. For example, virtual heritage projects introduce a new way of preserving historic buildings and sites. At the same time, interactive smart spaces often combine two different worlds: real and virtual worlds. Growing digital technologies enables us to create intelligent physical spaces where computers are ubiquitous and invisible in space, and thus human beings can interact with architectural spaces, not necessarily with computers directly. At this point, issues on virtual reality (VR) and human computer interactions (HCI) become architects' and designers' concerns in socio-cultural aspects. The proceedings of the Nineth International Conference on Computer-Aided Architectural Design Research in Asia, presents 74 papers which were selected from the 131 submissions through a blind review of 58 international reviewers. Each submission was reviewed by three reviewers and the final acceptance was based on their recommendations.
series CAADRIA
more www.caadria.org
last changed 2022/06/07 07:49

_id 2004_195
id 2004_195
authors Ozel, Filiz
year 2004
title Modulation and Mathematics in Generative Building Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 195-200
doi https://doi.org/10.52842/conf.ecaade.2004.195
summary The rise of design computation as a paradigm in design process has certainly brought increased attention to the mathematical basis of form giving in architectural design. Numerous types of generative systems ranging from shape grammars to parametric design have been developed in the past, where computers are used as a tool to generate building form automatically. This paper focuses on the role of number sequences and mathematical methods of controlling and introducing systematic change (modulation) to generative systems. In a graduate level class, VBA programming through a CAD system was used to develop software that can parametrically generate 2-d and 3-d forms. As a conclusion, the paper argues that forms generated as such are not monotonous, and that being particularly attentive to the mathematical basis of variation and change in parametric generators allows one to explore change in a more systematic fashion.
keywords Generative System, Mathematics, Modulation, CAD
series eCAADe
last changed 2022/06/07 08:00

_id 2004_142
id 2004_142
authors Achten, Henri, Jessurun, Joran and de Vries, Bauke
year 2004
title The Desk-Cave - A Low-Cost Versatile Virtual Reality Design and Research Setup Between Desktop and CAVE
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 142-147
doi https://doi.org/10.52842/conf.ecaade.2004.142
summary Virtual Reality has become an almost ubiquitous technology in many applications, but it has seen limited success in design support. Reasons for this seem to lie in lack of easily available tools, high threshold for non-programmers, and high cost of equipment. In this paper we describe a Virtual Reality environment that is developed at Design Systems called the Desk-Cave. The Desk-Cave is a low-cost VR setup that combines principles of a CAVE system with a work desk. Architecture students with no specific training in VR technology use the Desk-Cave in design projects both in the early stage and the final presentation stage. The system allows quick transfer to the Desk-Cave and architectural evaluation of design proposals.
keywords Virtual Reality, Architectural Design, Design Process, Cel Shading
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
doi https://doi.org/10.52842/conf.ecaade.2004.350
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_489
id 2004_489
authors Bille, Pia
year 2004
title CityScape - Analysing Modern Urbanism
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 489-494
doi https://doi.org/10.52842/conf.ecaade.2004.489
summary Understanding scale is a major concern and a condition of working in the field of architecture and urban design. The project described in this case origins from Blauwe Koffer, a method developed in the 80’s by the Dutch architects Dolf Dobbelaar and Paul de Vroom. The method is devoted to analysis of form and function of important architectural and urban design projects in the last century and is a flexible model for searching architectural solutions at an early stage of a project. In the paper I will describe how a group of faculty transformed the Blauwe Koffer into a digital method serving as an introduction to urban design in the second year curriculum. The project introduced topics of modern urbanism defined as cityscapes. Through a series of mapping analysis the students studied variations of scale, extension, volume, density, borders, overlaps, bricollage, diversity etc. The students were required to do analysis in the form of a matrix of 6 x 7 cells. Categories in the analysis were three scales of figure / ground studies, bricollage and studies of the urban raster. DataTown was a particular category inspired by MVRDV. The project data derived from digital maps, and project presentations in books and magazines. At second year the students are assigned to do digital projects as a part of the curriculum and the students are required to have their own computer. The project was the first digital assignment in studio and previous computer courses and skills were limited to a one-week course in desktop publishing. The CityScape project was a successful experience in integrating computation in studio, in group work and in analysis of modern urbanism. The paper will show some of the projects and discuss the assignment as a part of the implementation of an IT-strategy.
keywords CAAD-Curriculum; Urban Morphology; Mapping; Education and Practise
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_530
id 2004_530
authors Breen, Jack
year 2004
title Changing Roles for (Multi)Media Tools in Design - Assessing Developments and Applications of (Multi)Media Techniques in Design Education, Practice and Research
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 530-539
doi https://doi.org/10.52842/conf.ecaade.2004.530
summary This contribution explores the continued evolvement of the instruments of design in relation to practice and education (and potentially: research) and attempts to characterize the effects brought about by recent media ‘shifts’. For this purpose a framework has been established to identify and ‘map’ relevant design media. The relationships between various ‘traditional’ media and computer based applications are scrutinized and characterized and the opportunities which they offer are compared. The underlying conceptual framework was recently put before a group of professionals in the in the course of an experimental workshop concerning the potentials of a virtual design media ‘museum’. In the following step an attempt is made to identify changing media roles, whereby the opportunities of the educational environment – as a ‘laboratory’ for emerging developments – is stressed. Some specific tendencies are identified, notably: the combined application of different sorts of design media; the surfacing of imaginative new working methods inspired by ‘classic’ media techniques and various new ways of escaping the serious limitations of traditional computer interfaces. These developments, making use of various types of computer platforms, may be expected to contribute to more structured – and imaginative – approaches to professional design as well as to architectural education and research.
keywords Computer Support For Learning; The Changing Role of the Design Studio; Educational Methodologies
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_312
id 2004_312
authors Burry, J., Felicetti, P., Tang, J., Burry, M. and Xie, M.
year 2004
title Dynamical Structural Modeling - A Collaborative Design Exploration
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 312-317
doi https://doi.org/10.52842/conf.ecaade.2004.312
summary This paper will report on a generative performative modeling approach that engages architects and structural engineers in close dialog. We focus on knowledge shared between architects and engineers to apply the Finite Element Analysis based structural design technique Evolutionary Structural Optimization [ESO] as a way to understand or corroborate the performance factors that are significant in determining architectural form. ESO is very close conceptually to the dynamical system of matter and forces of growth itself. It has parallels both mathematical and metaphorical with natural evolution and morphogenesis so it has been poignant to apply the approach to a formal architectural case study in which the generative influence of these processes is inherent.
keywords Evolutionary Structural Optimization; Finite Element Analysis; Architect Engineer Collaboration; Performance-Based Design; Form Finding
series eCAADe
last changed 2022/06/07 07:54

_id 2004_248
id 2004_248
authors Chang, Teng-Wen and Woodbury, Robert F.
year 2004
title GEOMETRY IN HIGHLY STRUCTURED DESIGN SPACES
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 248-254
doi https://doi.org/10.52842/conf.ecaade.2004.248
summary The Australian branch of the SEED project created a new formalism for design spaces in which the fundamental structuring operator is information specificity, formally characterised as subsumption. Here design space navigation is composed as combinations of the primitive operators of resolution, unification, anti-unification, search, query and hysterical undo. The structures needed to support such a view are highly constrained in a mathematical sense and it is in these constraints that the problems for representation of geometry arise. The research challenge is to add the formal design space exploration constraints into an existing geometric representation scheme or alternatively to discover a new scheme in which the constraints are realized. Based on Typed Feature Structures (TFS), Geometric Typed Feature Structures (GTFS) are a representation scheme and method for performing the basic design space exploration operations on geometric objects. The crucial insight behind extending TFS to geometry is to discover useful algebraic structures of geometric objects affording the mathematics required of TFS. In this paper we describe Geometric Typed Feature Structures through one example of form: IOPSet. Our method of exposition is both mathematical and graphical: for each structure we will demonstrate both how it meets the necessary formal conditions as well as the sorts of form-sculpting operations it enables. An architectural example: insulated enclosure is used as a demonstration of subsumption operations over IOPSet. One alternative description of insulated enclosure using GTFS is also shown in the paper.
keywords Geometric Typed Feature Structures, SEED, Design Space Explorer, Geometric Design Information
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id 2004_387
id 2004_387
authors Cheng, Nancy
year 2004
title Stroke Sequence in Digital Sketching
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 387-393
doi https://doi.org/10.52842/conf.ecaade.2004.387
summary This paper explains how to use animated drawings created with a commercial portable pen to understand and teach design process. By recording and replaying pen strokes, the Logitech Io digital pen allows us to examine the drawing process. We have been using the pen to collect expert drawings, analyse the techniques and then teach drawing strategies. The software’s animation timeline engages viewers by giving narrative sequence to a drawing, revealing sub-steps of the design or drawing process for interactive examination and discussion. The timeline allows viewers to pull apart layers of information, revealing initial strokes of complicated drawings, separating overlaid corrections and facilitating stroke counting for protocol analysis. In the classroom, students can see a variety of expert drawing techniques, use the pen in class and then immediately compare animated versions of their own efforts and expert examples. The ease of collecting new examples makes it possible to widen the range of examples to unconventional techniques.
keywords Drawing, Design Process And Media, Digital Design Tools, Teaching
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
doi https://doi.org/10.52842/conf.ecaade.2004.050
summary The creation of virtual environments is becoming the alternative for spatial design, while what can be expanded from the real environment is often questioned. This paper proposes the agent interface based on curiosity to create human computer interaction in virtual exhibitive environments. From a social and behavioral point of view, this research explores the use of places as metaphors and simulative human-computer interactions in virtual environments by reactive agents and proactive curious agents based on situation detection. The process is demonstrated by a museum exhibition project. Both the physical and the virtual environment are built, and studied the human behaviors and experiences from their presence at both environments. Agent interfaces are adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
keywords Virtual Environment; Digital Design; Agent; Curiosity; Interfaces
series eCAADe
email
last changed 2022/06/07 07:56

_id 2004_286
id 2004_286
authors Datta, Sambit
year 2004
title A Representational Construct for Sharing Knowledge in Design Exploration
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 286-291
doi https://doi.org/10.52842/conf.ecaade.2004.286
summary Exploration with formal design systems comprise iterative processes for specifying problems, finding plausible and alternative solutions, judging the validity of solutions relative to problems and reformulating problems and solutions. These processes are knowledge intensive, collaborative and multidisciplinary in nature. Recent research efforts propose representational frameworks that allow for modeling of knowledge capture, knowledge sharing and knowledge reuse during designing. However, design remains a human enterprise: to be scalable and usable in design practice, formal symbolic representations need to be embedded within a broader framework of agent (human and computational) interaction. This paper argues that, for sharing and reusing knowledge between agents in design exploration, it is necessary to build an intermediary representational structure that bridges specialist interactions with exploration knowledge (the domain) and the symbol structures that represent them (the symbol substrate). The paper identifies the requirements of such an intermediary representation for the sharing of knowledge between design agents. These requirements are addressed through the development of a shared interaction construct, the feature node.
keywords Exploration, Design Knowledge, Interaction Model, Mixed-Initiative
series eCAADe
last changed 2022/06/07 07:55

_id 2004_333
id 2004_333
authors Donath, Dirk and Tonn, Christian
year 2004
title How to Design Colour Schemes? Conceptual Tools for the Architectural Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 333-341
doi https://doi.org/10.52842/conf.ecaade.2004.333
summary The paper describes the concept and development of software to support the architectural design and planning of colour schemes for interiors and buildings. “Coloured Architecture” is a plausibility instrument for the formulation of colour scheme proposals for building interiors and elevations. In practice colours schemes are arrived at through the production of many different colour design studies before a final colour scheme is decided upon. With the help of intuitively usable light simulations, colour, material and spatial concepts can be assessed realistically. The development concept incorporates numerous aspects which must be considered in the selection of a colour scheme: colour schemes for built environments must be realisable . This initial development prototype already demonstrates the added value possible through the consequent use of CAAD: function, construction and not least design aspects have equal status and can be worked upon in direct relation with one another.
keywords CAAD, Colour Schemes, Architecture, Planning Process, Plausibility, Added Value, On Site Support
series eCAADe
email
last changed 2022/06/07 07:55

_id 2004_174
id 2004_174
authors Duarte, José P., Caldas, Luisa G. and Rocha, João
year 2004
title Free-form Ceramics - Design and Production of Complex Architectural Forms with Ceramic Elements
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 174-183
doi https://doi.org/10.52842/conf.ecaade.2004.174
summary This paper describes a studio experiment developed with the aim of exploring the design and fabrication of complex architectural forms using ceramic elements. History has examples of double-sided curved forms built in ceramics. Such examples would not fulfill contemporary functional and aesthetic principles, neither would they be feasible or cost-effective considering current construction standards. There are recent examples of such forms built in other materials. These examples are difficult to emulate when ceramics is concerned, as they imply the fabrication of unique parts and sophisticated assembly techniques. Creating a double-curved surface in ceramics thus seems a difficult task. There are, however, advantages to such a formulation of design problems. They prompt the questioning of traditional wisdom, the rejection of accepted types, and the raising of interesting questions. What are the design strategies that should be followed when creating ceramic free-forms? What is the design media required to design them? And what are the techniques needed to fabricate and construct them? These are the questions investigated in the design project pursued jointly by students at an American and a Portuguese school, in collaboration with a professional research center and a ceramics factory. The students tested various possibilities, and in the process learned about state-of-art design and production techniques. The final projects are very expressive of their investigations and include a twisted glass tunnel, large-scale ceramic ‘bubbles,’ a rotated-tile wall, and a load-bearing wall system.
keywords Design Education: Rapid Prototyping; Remote Collaboration; Ceramics; Innovation; Free-Form Architecture
series eCAADe
email
last changed 2022/06/07 07:55

_id 2004_148
id 2004_148
authors Fatah gen. Schieck, A., Penn, A., Mottram, C., Strothmann, C., Ohlenburg, J., Broll, W. and Aish, F.
year 2004
title Interactive Space Generation through Play - Exploring Form Creation and the Role of Simulation on the Design Table
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 148-158
doi https://doi.org/10.52842/conf.ecaade.2004.148
summary In this paper we report on recent developments in ARTHUR: an approach to support complex design and planning decisions for architects together with the simulation of pedestrian movement and the integration of existing CAD tools on the design table. Following a brief introduction, past and current work that has taken a similar approach will be reviewed. Next we describe a scenario that integrates agent-based simulations of pedestrian movement with space creation, and then give an overview of the system before finally discussing findings related to recent user evaluation studies of the system. This paper suggests that the integration of simulated pedestrian movement on the design table, while going through a cycle of reflection-in-action, plays a vital role in exploring possible design solutions and encourages new and different ways of thinking about design problems.
keywords Tangible User Interface, Pedestrian Simulation, Collaboration, Augmented Reality (AR), CAD Integration
series eCAADe
last changed 2022/06/07 07:55

_id 2004_184
id 2004_184
authors Fatah gen. Schieck, Ava
year 2004
title Using Multiple Input Devices
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 184-194
doi https://doi.org/10.52842/conf.ecaade.2004.184
summary The field of computer graphics has developed significantly over the last decade. However, most current CAD systems support only the two most common input devices: a mouse and a keyboard. In addition to that few, if any, systems make it easy for the user or the programmer to add and use new input devices. People tend to use both hands to manipulate 3D real world objects; one hand is used to orient the object while the other hand is used to perform some operation on it. The same thing could be applied to computer modelling in the conceptual phase of the design process. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands. This paper investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. It demonstrates that using multiple input devices can offer many opportunities for form generation resulting in visually rich forms. However, the experimental results demonstrated that regulations are needed to avoid developing inefficient two-handed interfaces.
keywords Modelling Interactively, Architectural Design Tools at the Conceptual Phase, Affordable Low-Cost Solution, Multiple Input Devices MID
series eCAADe
last changed 2022/06/07 07:55

_id 2004_396
id 2004_396
authors Fischer, Thomas
year 2004
title Microcontroller - Enhanced Physical Models for Architectural and Product Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 396-403
doi https://doi.org/10.52842/conf.ecaade.2004.396
summary Electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models as processes of use, interaction and transformation take center stage in various fields of design. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they will allow new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects seems to confront designers and model makers with a steep learning curve outside the domains of their traditional expertise. The variety of alternative technologies and development tools in this area has a particularly disorienting effect on novices. Some early experiences however suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. It is the purpose of this paper to provide designers with a starting point for explorations into this area, to give orientation and to demonstrate some possible development approaches and results.
keywords Interaction, Process, High-Fidelity Models, Microcontrollers, Electronics
series eCAADe
last changed 2022/06/07 07:51

_id 2004_558
id 2004_558
authors Gatermann, Harald
year 2004
title The Didactic Triangle - Using CAD, Photography and Descriptive Geometry as Educating Tools with Mutual Influence
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 558-562
doi https://doi.org/10.52842/conf.ecaade.2004.558
summary Teaching of architectural photography is still not very popular at universities. We developed a didactic concept of teaching architectural photography in response to caad and to descriptive geometry. The first edge of the triangle (descriptive geometry): By having knowledge in descriptive geometry, students will be more aware of geometrical context in caad and in photography. On the other hand the teaching and understanding of descriptive geometry is much easier, when students have already a basic knowledge of photography. The second edge of the triangle (caad, animation): This kind of teaching architectural photography is not only necessary to open the eyes for „young“ student to learn photography - it also helps to understand the basics of constructing perspectives in descriptive geometry or computer aided design up to different kinds of visualisation. The third edge of the triangle (photography): In the age of non-slr-cameras students are no longer used to take sophisticated photographs. They are mostly only able to take snapsshots (even in the time of digital cameras). One of our main methods is to make them acquainted to slrcameras (analog and digital), to tripods and spirit levels as essential tools and to teach the basic geometrical context. The didactic concept is continued by teaching knowledge about colours, light, different points of view etc. Our didactical concept („Didactic Triangle“) is based on teaching all three elements (photography, caad, descr. geometry) by the same teacher in the same semester to the same students. This guarantees the mutual understanding of the three disciplines. Interactive, digital teaching elements (virtual „mock-up-studio“) support the acceptance.
keywords Descriptive Geometry, Photography, CAD
series eCAADe
last changed 2022/06/07 07:51

_id 2004_418
id 2004_418
authors Gilles, H., Damien, H., Benoît, O. and Bignon, J.-C.
year 2004
title A Scenario Approach to Validate and Demonstrate the Tool Usefulness in Cooperative Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 418-425
doi https://doi.org/10.52842/conf.ecaade.2004.418
summary The social and economic context of architectural co-operative projects does not support the experimentations with dedicated tools. Therefore, we chose to achieve functional validations and operations of communication about tools usefulness with the use of scenarios. The scenario techniques are usually used in computer science to capture user’s needs and to validate software specifications. After having analyzed the different contexts of scenario usage in computer science, we characterize the specific context of the use of tools in cooperative activities. Then, we report some experiences of functional validation, of tool demonstration and of usefulness validation based on the use of scenarios. We explain in each experience the objectives and their implication in the scenario definition.
keywords Scenario, Experimentation, Cooperation, Collaborative Tools
series eCAADe
email
last changed 2022/06/07 07:50

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