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 ddss2004_d-269
id ddss2004_d-269
authors Beetz, J., J. van Leeuwen, and B. de Vries
year 2004
title Towards a Multi Agent System for the Support of Collaborative Design
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. 269-280
summary In this paper we are drafting the outline of a framework for a Multi Agent System (MAS) for the support of Collaborative Design in the architectural domain. The system we are proposing makes use of Machine Learning (ML) techniques to infer personalized knowledge from observing a users’ action in a generic working environment using standard tools such as CAD packages. We introduce and discuss possible strategies to combine Concept Modelling (CM)-based approaches using existing ontologies with statistical analysis of action sequences within a domain specific application. In a later step, Agent technologies will be used to gather additional related information from external resources such as examples of similar problems on the users hard disk, from corresponding work of team-members within an intranet or from advises of expert from different knowledge domains, themselves represented by agents. As users deny or reward resulting proposals offered by the agent(s) through an interface the system will be enhanced over time using methods like Reinforced Learning.
keywords Multi Agent Systems, Design & Decision Support Systems, Collaborative Design, Human Computer Interfaces, Machine learning, Data Mining
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-293
id ddss2004_ra-293
authors Chang, T.-W.
year 2004
title Supporting Design Learning with Design Puzzles
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 293-307
summary The design process is a puzzle-solving process. Two groups of researches that share many similarities with Puzzle-solving design process are the process of game-playing and playful learning. The main argument is using the “playing” characteristics to amplify and explore the learning process, furthermore the design process. In addition, puzzles imply playful exploration that utilizes the characteristics of “playing a game” as “solving a puzzle”. Puzzle making and puzzle solving provides an incremental exploration mechanism that is more intuitive for design learning. For understanding and realizing puzzles in design learning, this research is divided into two stages of researches—manual design puzzles and interactive design puzzles. By analysing the outcome from manual design puzzles, this research proposes a framework called (interactive) “design puzzles”. The conceptual and implementation framework of this view of design is elaborated in this paper as well as a particular design puzzle called puzzle collage is described as the realization of design puzzles.
keywords Design Puzzles, Design Collage, Puzzle-Making, Andragogy, Game Play
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_155
id sigradi2004_155
authors Fernando Duro da Silva; Betina Tschiedel Martau
year 2004
title A iluminação artificial simulada no ensino de projeto [Simulated Artificial Lighting in Design Teaching]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents the preliminary results of an architectural design studio research developed with undergraduate students of UNISINOS architecture course. The aim was to search for a tool that potentially would allow them to use artificial lighting as element of architectural composition and characterization of the project. The architectural design could be defined as a virtual anticipation of the real architectural object. Being previous to the construction of the architectural object, it is an exploration of a possibility of existence of that same object that is figured in the shown form. As result, the issue of representation takes the status of logical proposition, from which is possible to verify if the tentative solution proposed by the designers could actually have an existence in the world and, if it.s true, fully evaluate its potential. This way it would be possible for the designers to also critically reflect about their own design practice.
keywords Computational environment, simulation, artificial lighting, learning-teaching process
series SIGRADI
email
last changed 2016/03/10 09:51

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
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
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 ddss2004_d-177
id ddss2004_d-177
authors Rafi, A., T. Hoai Nam, K. Jin Woo, and W. Lau
year 2004
title InnotiveBrowser
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. 177-191
summary This paper explains the results of a collaborative research project between Multimedia University (Malaysia) and Innotive Corporation (Korea) to manage, design a multimedia archiving system and visualising knowledge for the students or the users in the Faculty of Creative Multimedia, Multimedia University. This research introduces InnotiveBrowser technology, a high performance multimedia display software that enhances the ability of user to search and discover digital content. The unique result of this method is that the images to be viewed are not limited to available RAM, instead the content utilises the available storage directly from the disk (hard drives). In other words, the larger the size of the hard disk, the greater the number of content information can be stored and displayed. This system is employed with Virtual Reality (VR) techniques particularly imparting viewing technology (pixel-ondemand) and navigation strategy to increase the viewing speed of multimedia information in real-time over the Internet, broadband and even via PDA platforms. This research hopes to set the benchmark for multimedia archiving system that can be applied in other CAD, CAAD or most of the design or production-based teaching and learning environment. The early findings of this research have been patented and this paper will demonstrate the research ideas and explain how we implement and customise the technology and content development in the Faculty of Creative Multimedia, Multimedia University.
keywords InnotiveBrowser, Digital Asset Management, Multimedia Archiving, VR Technology
series DDSS
last changed 2004/07/03 22:13

_id a0d4
id a0d4
authors Rosa Enrich, Andrea Carnicero, Gustavo Fornari & Pedro Orazzi
year 2004
title ANALYSIS AND EVALUATION OF MATHEMATICAL LEARNING STRUCTURES
source Proceedings of the Fourth International Conference of Mathematics & Design, Spetial Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 13-21.
summary Abstract: A series of practical tasks have been done under the general name of “Surfaces in invisible cities”. Each task was based on a story taken from the book The Invisible Cities by Italo Calvino. The research carried out allows to design a pedagogical project which makes evident , generates and connects several intentions, motivations and learning structures. It proposes the use of multi- level languages and readings. Therefore, each task takes more time than that of the proposed mathematical class. Its implementation generates a broader view than that seen at the time of design.

From the detailed analysis of the results obtained, the following diverse pedagogical aspects of this work project arise: a. The use of several multiple intelligence: Howard Gardner (1985) found that a man has several distinct intelligence types among which Logical-Mathematical; Spatial; Linguistic -oriented; Musical; Intra-personal; Kinesthetic-Corporal; Interpersonal stand out. Only those types used in the task will be analyzed, making a brief description of each type. b. The architectonic-city planning aspects: architectonic-city planning interpretation of the space imagined after reading the text, with the purpose of identifying figures, shapes, volumes and colors which are expressed via an analogous space. They consist of visual, architectonic and territorial speculations without a rigorous spatial theory and it is pretended that they possess a technical precision at mathematical concept level. c. The mathematical contents: a study of the conical and square shapes present in the designs done and used in a creative manner in students’ compositions following the reading of the story chosen is carried out. An analysis of shapes is performed and mathematical problems are posed within the design context.

Traditional sketching methods have been used in task solving and the possibilities offered by the virtual tools are analyzed.

Emphasis has been put on the vertical and horizontal interchanges in the Chair, generating changes in knowledge transmission perspectives, thus allowing the sharing of contents, abilities and resources. The architectonic work imagined and created by the students will focus on these different working lines creating a harmonious and significant whole. The work is the result of multiple connections and creative proposals.

keywords city, geometry, multiple intelligence
series other
type normal paper
email
last changed 2005/04/07 12:46

_id 511caadria2004
id 511caadria2004
authors Yehuda E. Kalay, Yongwook Jeong, Seungwook Kim, Jaewook Lee
year 2004
title Virtual Learning Environments
doi https://doi.org/10.52842/conf.caadria.2004.871
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. 871-890
summary Cyberspace, an information space created through ubiquitously networked computers, has been transformed from fiction to fact in the past decade thanks to the advent of the World Wide Web. Although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to architectural principles, rather than the prevailing document (page) metaphor. This need is most evident in learning environments, which rely on social and contextual attributes as much as they rely on content. This paper describes the underlying theory and our efforts to develop such virtual learning environments, and the software that allows users to access and inhabit them.
series CAADRIA
email
last changed 2022/06/07 07:57

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id avocaad_2003_03
id avocaad_2003_03
authors Dag Boutsen
year 2003
title AN INCLUSIVE ‘WORK-METHOD’ AND A SPECIFIC SEARCH FOR FULLY SUPPORTED SOLUTIONS THROUGH SUBJECTORIENTED DESIGN (INSTEAD OF OBJECT-ORIENTED)!
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 This paper talks about the hardness of CAAD.And it talks about the necessity to develop ‘soft’ CAAD.A lot of architectural adventures are stopped in the beginning or the middle of the road. Because of decisions far away from the designers or the clients. These decisions break in against some aspects of the design. Small details often kill a whole design-process.Does architectural design only belong to architects and planners ?To a “Me, myself and I”-world ? For the last 10 years, we have gained a lot of experience of designing architectural landscapes in a specific way. We design in such a way that developing projects can change or evolve strongly within themselves without losing their typical spirit. Change because of external and non-predictable events, change because of unexpected or changing circumstances, change because of the participation of new intervening people….New housing projects in Apeldoorn and Dordrecht,Rehabilitation projects in Gennevilliers (Paris) and Hellersdorf (Berlin), …Schools and hospitals in Amsterdam, …Each time very local aspects are incorporated in the different design-spirits.The networks are similar because of specific design-methods.This paper wants to explain something about this process-spirit.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2006/01/16 21:38

_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
doi https://doi.org/10.52842/conf.ecaade.2004.500
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
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 ddss2004_ra-263
id ddss2004_ra-263
authors Lindekens, J.
year 2004
title REDUCTION MECHANISMS EXPLORED IN ARCHITECTURAL RE-DESIGN
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 263-278
summary Observation of the design process of an architect shows that, while building up an argumentation for taking a design decision, different mechanisms of data transformation are used. The paper argues that this transformation is a key element in understanding architectural design processes. A theoretical description of these mechanisms forms the framework to discus a sequence of design decisions derived from a real-world design situation. After outlining how this can be implemented in a case-based design supporting tool, the paper concludes with a discussion of advantages and downsides the use of the tool might entail.
keywords Architectural Re-Design, Design Process, Case-Based Design, Reduction Mechanisms
series DDSS
type normal paper
last changed 2004/07/03 23:20

_id ddss2004_ra-213
id ddss2004_ra-213
authors Penn, A., C. Mottram, A. Fatah gen. Schieck, M. Wittkämper, M. Störring, O. Romell, A. Strothmann, and F. Aish
year 2004
title AUGMENTED REALITY MEETING TABLE: A NOVEL MULTI-USER INTERFACE FOR ARCHITECTURAL DESIGN
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 213-231
summary Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559).
keywords Design Collaboration, Tangible Interface, Gesture, Agent Simulation, Augmented Reality
series DDSS
type normal paper
last changed 2004/07/03 23:11

_id ecaade2007_187
id ecaade2007_187
authors Pratschke, Anja; Tramontano, Marcelo
year 2007
title No Man is an Island (Even in the Virtual World): The Online_Communities Project
doi https://doi.org/10.52842/conf.ecaade.2007.703
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 703-709
summary This article is based on the results of various research projects on the use of Information and Communication Technologies (ICT) to reduce the digital divide in poor neighborhoods at Nomads.usp Research Center (Center for Studies on Interactive Living, www.eesc.usp.br/nomads). Among them is the Online_Communities project, which has been financed by the São Paulo State Research Funding Agency - FAPESP since 2004 involving four research groups from both the Architecture and Computer Science departments at the University of São Paulo and various public and non-governmental organizations. The Online_Communities project proposes a diversified approach in order to cover the different aspects of the conception and implementation of a specific geographical complex communication system in a mixed reality scenario. It includes its network, the requalification of a local telecenter, meta-recycling activities, setting-up a graphic interface and presenting some workshops.
keywords Public policies, Brazil, digital divide, collaborative network, interface
series eCAADe
email
last changed 2022/06/07 08:00

_id 412caadria2004
id 412caadria2004
authors Todspol Tedrumpun, Walaiporn Nakapan
year 2004
title Site Measurement With Combination of Pocket PC and Global Positioning System for Preliminary Architectural Design Process
doi https://doi.org/10.52842/conf.caadria.2004.717
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. 717-726
summary This paper presents an alternative method of site measurement for an early design phase. In an early design phase, we consider geomantic information, a kind of technical information crucial for design decision, which can be gathered by a survey. The frame work of this project is originated from a problem of Thai architects’ practice, where we propose GPS system for survey solution. In present day, GPS technology presents various tools to use in survey. However, a high precision GPS device is extremely costly. In this paper we propose low cost devices that give information precise enough to use in an early design phase. To increase accuracy of information, differential equation is used to reduce error of signal altered by atmosphere. Also, information from GPS contains world coordinate information: latitude, longitude, altitude and time, which allows creating 2D map and 3D land form. Architect can instantly use results of site information for many purposes, such as on-site meeting, early design planning and layout design.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ddss2004_ra-3
id ddss2004_ra-3
authors Yesilnacar, E. and G.J. Hunter
year 2004
title Application of Neural Networks for Landslide Susceptibility Mapping in Turkey
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 14020-2408-8, p. 3-18
summary Landslides are a major natural hazard in many areas of the world, and globally they cause hundreds of billions of dollars of damage, and hundreds of thousands of deaths and injuries each year. Landslides are the second most common natural hazard in Turkey, and the Black Sea region of that country is particularly affected. Therefore, landslide susceptibility mapping is one of the important issues for urban and rural planning in Turkey. The reliability of these maps depends mostly on the amount and quality of available data used, as well as the selection of a robust methodology. Although statistical methods generally have been implemented and used for evaluating landslide susceptibility and risk in medium scale studies, they are distribution-based and cannot handle multi-source data that are commonly collected from nature. These drawbacks are responsible for the on-going investigations into slope instability. To overcome these weaknesses, the desired technique must be able to handle multi-type data and its superiority should increase as the dimensionality and/or non-linearity of the problem increases – which is when traditional regression often fails to produce accurate approximations. Although neural networks have some problems with the creation of architectures, processing time, and the negative “black box” syndrome, they still have an advantage over traditional methods in that they can deal with the problem comprehensively and are insensitive to uncertain data and measurement errors. Therefore, it is expected that the application of neural networks will bring new perspectives to the assessment of landslide susceptibility in Turkey. In this paper, the application of neural networks for landslide susceptibility mapping will be examined and their performance as a component of spatial decision support systems will be discussed.
keywords Landslide Susceptibility Mapping, Neural Networks, Spatial Decision Support Systems
series DDSS
last changed 2004/07/03 22:13

_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 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
doi https://doi.org/10.52842/conf.ecaade.2004.530
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 530-539
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 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
doi https://doi.org/10.52842/conf.caadria.2004.693
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
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 1366
id 1366
authors Heylighen, Ann; Neuckermans, Herman; Casaer, Mathias
year 2004
title ICT REVISITED - FROM INFORMATION & COMMUNICATION TO INTEGRATING CURRICULA?
source ITcon Vol. 9, Special Issue Digital Media Libraries, pg. 101-120, [ISSN 1400-6529]
summary The paper presents a longitudinal study on the iterative implementation and testing of a support tool for precedent-based design. DYNAMO—Dynamic Architectural Memory On-line—was originally conceived as an interactive workhouse to stimulate and support student and professional architects in learning from previous design experience as encapsulated by concrete design projects. Five years after its baptism of fire, the paper looks back on how DYNAMO’s role has gradually evolved from an information and communication platform to an instrument for improving curriculum integration through a process of cumulative knowledge development. After briefly recalling the underlying ideas of DYNAMO and their stepwise implementation as an operational platform, a series of case studies documents how the platform has been brought into action in different contexts—within, across and beyond architecture schools. Besides valuable feedback on DYNAMO’s prototype, these case studies have generated more general insights regarding design and design tool support, which largely transcend the platform as such.
keywords architecture, ICT, design support, digital media libraries
series other
type normal paper
email
more http://www.itcon.org/2004/7
last changed 2005/01/26 22:46

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