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 555

_id 307caadria2004
id 307caadria2004
authors Ih-Cheng Lai
year 2004
title A Teaching Model for Integrating Conventional Design Curriculum with Digital Media
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. 467-476
doi https://doi.org/10.52842/conf.caadria.2004.467
summary This paper presents a teaching model called “e-Space” for integrating conventional design curriculum with digital media. e- Space is composed of a set of exercises that emphasize the use of digital media to enhance spatial sensibility and understanding. Also, e- Space explores spatial composition including organization, interpretation, representation, transformation, and logicality. Simultaneously, diverse digital media applications integrated with design-thinking enables students to have conversation with ideas between two design spaces—real and virtual. Finally, we use an introductory digital media course as an example of our model in accompaniment with conventional design studio learning.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2004_120
id sigradi2004_120
authors Alfonso Corona Martínez; Libertad Vigo; Cristián Buacar; Sebastián Rubbo
year 2004
title En el taller de proyecto, dónde está la arquitectura? [In the Design Studio, Where is the Architecture? ]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study is placed on the research line of Pedagogical practice and formation of the educator, which theme is related to learning in virtual worlds. The article presents and discusses some aspects of the process of approaching subjects (teachers) to a Virtual World, at a first moment, in a level of exploration, experimentation, interaction as a user, and, at a second moment as a creator, an author of a Virtual World, AWSINOS. The present study takes part of a exploratory/experimental research of qualitative nature that looks for the creation of virtual worlds for the continued qualification online and focuses on the investigation of socio-cognitive behaviors of subjects during their organization as a group and during the activity of building and using these worlds.
keywords Virtual worlds, learning, continued qualification, avatars
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_353
id sigradi2004_353
authors Alice Theresinha Cybis Pereira; Berenice Santos Gonçalves
year 2004
title O ambiente virtual de aprendizagem em arquitetura e design da UFSC - Do projeto à realidade [The Virtual Learning Environment in Architecture and Design at UFSC – From Project to Reality]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article presents the theoretical basis and the structure that supports the virtual learning process on a collaborative environment for Architecture and Design: VLE-AD. The virtual environment is modelled based on the presuppositions of the Problems Based Learning (PBL) and on the distance collaboration based with the fundamentals of constructivism and socio-interacionism. A specific environment for problems resolution is offered together with syncronic and assyncronic communication tools. The site is structured with learning activities in several modalities: contents, exercises and problems. The evaluation was preformed with the on-line course .Color applied in Graphical Design..The results has proven to be very positive for design and architecture distant learning in applying the tripod: Communication and Information Technology, Theoretical contents and Problems. The online participation and the resolution steps of the problems has been highlighted as a main factor to improve learning and avoid the ghost of loneliness pointed by students from some distant learning courses and responsible for the high number of abandonment.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2004_428
id sigradi2004_428
authors Gustavo Llavaneras Sánchez; Gonzalo Vélez Jahn
year 2004
title Avances en comunicación digital: Hacia congresos digitales humanizados [Advances In Digital Communication: Towards Humanized Digital Conferences]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary A recently concluded experience in group communication via Internet . a virtual congress in architecture, cost-free, with almost 600 inscriptions . is described, which attained an integrated balance between the achievement of both humanistic and technological objectives sought from the planning board stage. Thus, a sense of .place. was achieved through the incorporation, in the congress website, of a simulated architectural 3D plan of the virtual site where the congress took place, interlacing with hypertext, the different activity areas within the event Also, additional socio-cultural activies were incorporated tyical congress. ones They included initial contacts through a forum specifically oriented to that purpose and iinformal reading of online newspapers and magazines; music selection and listening; graphically orientad information, student works. galleries, postcard sending and poster competition. The results attained after a month of daily sessioning could hardly be better. Aside from an undesirable and still elusive low proportion of participants.
keywords Virtual conferences, digital communication
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2020_903
id sigradi2020_903
authors Herran Cuartas, Coppelia
year 2020
title Domestic spaces design for allow income housing
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 903-911
summary This research is related to the urban transformation that Medellín underwent during the 2004-2011 administrations, in which large architectural projects were implemented in the poorest and most violent areas of the city. To inquire about the effectiveness of these interventions, we look at one of the housing projects worthies of different international recognitions, called the Housing Consolidation of the Quebrada Juan Bobo. Characterized by generating Social Interest Housing (Vivienda de Interés Social-VIS in Spanish) in the creek’s basin, this project benefited 1,240 people who were relocated within the same neighborhood, including some on the same space next to the creek, where their old home was built.
keywords Live, Quality of life, Home, Domestic practices, Informality
series SIGraDi
email
last changed 2021/07/16 11:53

_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

_id acadia03_040
id acadia03_040
authors Katherine A. Liapi, Katherine A. and Kim, Jinman
year 2003
title A Parametric Approach to the Design of a Tensegrity Vaulted Dome for an Ephemeral Structure for the 2004 Olympics
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 301-309
doi https://doi.org/10.52842/conf.acadia.2003.301
summary Tensegrity, defined as “tensional integrity,” is central to the design of a semi-open exhibition space that was submitted as an entry to the international competition for the design of “Ephemeral Structures for the City of Athens,” in the context of the 2004 Olympic Games. The main feature of the proposed exhibition space is a vaulted dome composed of interconnected detachable and deployable tensegrity units. The most challenging aspect in the design of the tensegrity vault was the generation of alternative spatial configurations for form exploration and study. For this purpose a mathematical code has been developed that links all the parameters that affect the design of tensegrity vaults. The code also allows for the parametric graphical generation of the vault by displaying geometric information in a 3D environment. This paper discusses the geometric basis of the code and its usefulness in the morphological study of the tensegrity vaulted dome for the proposed ephemeral structure. The mathematical code has been shown to significantly facilitate the study of various preliminary configurations of tensegrity vaulted structures.
series ACADIA
email
last changed 2022/06/07 07:52

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment 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. 741-758
doi https://doi.org/10.52842/conf.caadria.2004.741
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_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 876d
id 876d
authors Martin, W Mike; Heylighen, Ann; Cavallin, Humberto
year 2004
title THE RIGHT STORY AT THE RIGHT TIME -- TOWARDS A TACIT KNOWLEDGE RESOURCE FOR (STUDENT) DESIGNERS
source AI & Society, Issue: Online First, July 2004 [ISSN: 1435-5655 (Online)]
summary In response to the lack of systematic study of architectural practice, the Building Stories methodology propounds storytelling as a vehicle for studying active cases, i.e., projects that are in the process of being designed and built. The story format provides a dense, compact way to deal with and communicate the complex reality of a real-world project, while respecting the interrelated nature of events, people and circumstances that shape its conception. With an eye to establishing a valuable knowledge resource of and for the profession, the paper explores how stories can be stored, organized and accessed so as to turn the growing story repository into a convenient instrument for students, educators and practitioners.
keywords architectural practice, storytelling, knowledge exchange, design experience
series other
type normal paper
email
more http://www.springerlink.com/media/BEC67X4BWR6KXLBDVKWP/Contributions/W/K/G/X/WKGXJ3QQ6TQ4WQRY_html/fulltext.html
last changed 2005/01/26 23:02

_id 107caadria2004
id 107caadria2004
authors Monchai Bunyavipakul, Raktum Sallakachat and Ekasidh Charoensilp
year 2004
title Integrating 3D Game Engine to Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative Works Anytime, Anywhere
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. 107-116
doi https://doi.org/10.52842/conf.caadria.2004.107
summary In this research, Quake Engine on PDA (Pocket Quake) is modified and developed to make an appropriate environment for collaborative design work in the representation phase for the architectural design teams. The system is being designed for working in the centralized environment by using central server, such as when the designing team has changed 3D Model Information and uploaded to the server then the PDA client will change the same 3D Model automatically. Game Engine will be used to develop this presentation’s tool by designing new user interface and functions for working in PDA. The trial project, The Victory Monument’s Area Development Project, will make the Online Interactive Presentation by using 3D Game Engine on PDA to reconstruct around The Victory Monument in Bangkok. Hopefully, this will make the Virtual World Online anywhere, anytime being more available and give the comparison between the site existing and the new architectural form which designed on the site for good understanding about what the design answers.
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia20_38
id acadia20_38
authors Mueller, Stephen
year 2020
title Irradiated Shade
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 38-46.
doi https://doi.org/10.52842/conf.acadia.2020.1.038
summary The paper details computational mapping and modeling techniques from an ongoing design research project titled Irradiated Shade, which endeavors to develop and calibrate a computational toolset to uncover, represent, and design for the unseen dangers of ultraviolet radiation, a growing yet underexplored threat to cities, buildings, and the bodies that inhabit them. While increased shade in public spaces has been advocated as a strategy for “mitigation [of] climate change” (Kapelos and Patterson 2014), it is not a panacea to the threat. Even in apparent shade, the body is still exposed to harmful, ambient, or “scattered” UVB radiation. The study region is a binational metroplex, a territory in which significant atmospheric pollution and the effects of climate change (reduced cloud cover and more “still days” of stagnant air) amplify the “scatter” of ultraviolet wavelengths and UV exposure within shade, which exacerbates urban conditions of shade as an “index of inequality” (Bloch 2019) and threatens public health. Exposure to indirect radiation correlates to the amount of sky visible from the position of an observer (Gies and Mackay 2004). The overall size of a shade structure, as well as the design of openings along its sides, can greatly impact the UV protection factor (UPF) (Turnbull and Parisi 2005). Shade, therefore, is more complex than ubiquitous urban and architectural “sun” and “shadow studies” are capable of representing, as such analyses flatten the three-dimensional nature of radiation exposure and are “blind” to the ultraviolet spectrum. “Safe shade” is contingent on the nuances of the surrounding built environment, and designers must be empowered to observe and respond to a wider context than current representational tools allow.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 2004_012
id 2004_012
authors O’ Coill, Carl and Doughty, Mark
year 2004
title Computer Game Technology as a Tool for Participatory Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 12-23
doi https://doi.org/10.52842/conf.ecaade.2004.012
summary This paper reviews existing research into real-time visualization in architecture, urban design and landscape architecture and describes a University of Lincoln project exploring the application of this technology to participatory design. Staff at the School of Architecture have used 'Virtools Development', a computer game prototyping package, to help residents in Hull, UK, to visualize and interact with a design proposal for a 'home zone' in their neighbourhood, arrived at as part of a wider participatory process. This paper evaluates computer game technology in relation to more conventional participatory tools. It is difficult to justify using the technology to create simple 'walk-through' simulations of design proposals, it argues. In such cases, the benefits real-time visualization offers over non-interactive video are largely outweighed by the technical difficulties involved in the production and use of real-time environments.
keywords Computer Games; Real-Time Visualization; Landscape Architecture; Public Participation
series eCAADe
last changed 2022/06/07 08:00

_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

_id sigradi2020_549
id sigradi2020_549
authors Rodríguez-Velásquez, Maribel
year 2020
title Socio-technical interactions in the relationship between social movements and internet: a review of the state of the art and the theoretical framework
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 549-554
summary The paper recognizes the relationship between social movements and internet how new practices of resistance through technological appropriation (Castells, 2012). This social interaction mediated by technology, understood as socio-technical interaction, establish new dynamics between human-technology-human and other heterogeneous actants (Latour, 2008), such as power and counter-power institutions that also connect to the socio-technical network. Therefore, the studies about digital interaction of the instrumental line are expanded, towards an understanding of socio-technical interactions, from the dynamics of design/use interconnected with cultural, political and economic contexts (Scolari, 2004, 2019), because the technology must satisfy social needs.
keywords Socio-technical interaction, Social movements, Internet, Human-Computer Interaction, Socio- technical network
series SIGraDi
email
last changed 2021/07/16 11:52

_id 2004_451
id 2004_451
authors Schink, Claus-Jürgen
year 2004
title The Notebook University Karlsruhe (TH) - How to Promote and Support the Education of Architects and Engineers via Mobile Networks?
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 451-458
doi https://doi.org/10.52842/conf.ecaade.2004.451
summary The article describes the didactical integration of wireless access networks for the campus of the University of Karlsruhe in the education of architects and engineers. It focuses on the development of an interdisciplinary communication network to encourage, support and promote the communication and collaboration between students. The discussed modules were developed during the Notebook University Karlsruhe (TH). An applied project, aimed on several targets. The invention of a notebook university for all students. The distribution of software via a „software fuel station“, the integration of UMTS in campus networks, the support of online lessons, and the encouragement of students to work over the internet. The author joined the consortium with the subproject called: „Interdisciplinary Cooperation Modules in Mobile Networks“ (INKOP). This project lead to a couple of tools, listed in this contribution. Based on the design and project oriented cooperation platform netzentwurf.de the authors developed the tools „Jobadmin“ to administrate multidisciplinary workgroups, „Swarm Knowledge Catalogue“ to collect and store knowledge and „LivingCampus“, an instrument providing basic services for dynamic communication. The author assumes that the fundamental learning impulses take place among the students themselves and that the training of architects and engineers should enable them to organise themselves and their workgroups. Therefore, the collective acquisition of knowledge and cooperation has to be trained during the studies closely.
keywords Cooperation Platform, Teaching Cooperation, Wireless LAN Videoconferencing, Education of Engineers, Web Based Design
series eCAADe
last changed 2022/06/07 07:57

_id 308caadria2004
id 308caadria2004
authors Shivani Gonavaram, So-Yeon Yoon
year 2004
title Basic Design Pedagogy with Digital Media
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. 477-482
doi https://doi.org/10.52842/conf.caadria.2004.477
summary How can we motivate students to learn? This is a question that educationalists have always tried to find the answer to. This leads to the question what are students interested in? Games, they are fun, interactive and very popular with students. Therefore we attempt to tie the technology of games with the learning process. Technology has always played an important role in trying to connect the academic experience that a person experiences with the professional world. Especially in architecture a gap exists between the design studios and the various software classes that students take.
series CAADRIA
email
last changed 2022/06/07 07:56

_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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