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 559

_id 2005_000
id 2005_000
authors Duarte, José Pinto, Ducla-Soares, Gonçalo and Sampaio, A. Zita (Eds.)
year 2005
title Digital Design: The Quest for New Paradigms
doi https://doi.org/10.52842/conf.ecaade.2005
source 23nd eCAADe Conference Proceedings [ISBN 0-9541183-3-2], Lisbon (Portugal) 21-24 September 2005, 880 p.
summary As the field of computer-aided design evolved over the last thirty years or so, it has witnessed five changes of emphasis in research direction. In the first stage, the use of computers in architecture focused on the development of Computer Aided Design (CAD), that is, systems that simulated the use of drafting tools, and research was mainly concerned with the satisfaction of designers' ergonomic needs. In the second stage, there were efforts to use computer tools in non-graphical aspects of designing, such as the use of Data Base Management Systems (DBMS) in the quantity survey of buildings. The concern was to satisfy the cognitive needs of designers by focusing on the way information and knowledge were perceived, acquired, stored, and processed. In the third stage, the focus shifted to the development of realistic models of buildings to permit the assessment of design proposals. In the fourth stage, the focus was on studies concerned with the encoding of architectural knowledge into design tools (KBMS), and the discussion was whether to go towards design automation or design supporting tools. In the fifth stage, with the advent of the Internet and the development of communication tools, research became focused on the collaborative and social aspects of design activity. In recent years, research also became concerned with the exploration of the physical implications of digital media in the production of artefacts. Today, there is a vast range of research interests and approaches, but the quest for new, unifying paradigms continues.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20053104
id ijac20053104
authors Fischer, Thomas
year 2005
title Teaching Programming for and with Microcontroller-Enhanced Physical Models
source International Journal of Architectural Computing vol. 3 - no. 1, 57-74
summary As processes of use, interaction and transformation take center stage in various fields of design, electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they can be expected to play an important role in the development of 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 involves skills outside the traditional domains of expertise of designers and model makers and confronts them with a steep learning curve. The wide variety of alternative technologies and development tools available in this area has a particularly disorienting effect on novices. However, some early experiences suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. To assist design students in acquiring a basic level of programming knowledge, better educational programming tools are still required. It is the intent of this paper to provide designers and educators with a starting point for explorations into this area as well as to report on the development of an educational approach to electronics programming called haptic programming.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2005_a_8b_a
id caadria2005_a_8b_a
authors Jia-Yih Joy Chen, Taysheng Jeng
year 2005
title A Context-Aware Home for Child-minding
doi https://doi.org/10.52842/conf.caadria.2005.403
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 403-412
summary This paper introduces the concept of context awareness to the application of designing an interactive home with emphasis on child-minding. We setup the functional requirements of a context-aware home and seek the technology to provide safety monitor and real-time guidance for kid who is temporarily alone at home. The approaches presented are: (1) Survey and Research Scope (2) User Life Pattern Observations (3) Activity Zones and Scenarios (3) Context Database and Context Manager (4) Media and Interface (5) Evaluation. The process and result will lead our following applications of context awareness in future interactive home study.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2005_689
id sigradi2005_689
authors Ruiz-Rodarte, Rocio; José Larios, Fernando García Cuspinera
year 2005
title Real Time Visualizing Tools: Description of an experience where game engines and Internet browsers are used as means of exhibition at an archaeological site
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 689-694
summary This paper presents the use of Virtual Reality (VR) environments as didactic means of exhibition. It approaches VR field by non traditional tools of visualization -as game engines- and describes the process and particular issues faced during its development. The examples shown in this document are part of an archaeological project under current development which faced budget solutions for equipment and its maintenance. The lack of experience outside the traditional VR field (SGI), lead the research team to try different game engines and VRML format in explore solutions to issues as performance, complexity, appearance, visualization, different needs of programming skills, file format compatibility, archiving and promotion applications. The experience delivered to replicate the process for other cultural projects can be useful also to architects and designers that are willing to experiment with VR as means of visualization during different stages of their projects.
series SIGRADI
email
last changed 2016/03/10 09:59

_id caadria2005_a_7b_a
id caadria2005_a_7b_a
authors Abdullah, A.Q.M. ; Md. Emran Hossain, Md. Shabab Habib Khan
year 2005
title Digital Perception, Development and Presentation in Architecture: a study of Bangladesh with global context
doi https://doi.org/10.52842/conf.caadria.2005.255
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 255-267
summary In the recent past the computer has become an important tool in both the design and presentation media/method in architecture. In this paper digitalization in architectural practice and architectural education in both the global and Bangladesh contexts have been studied. A survey questionnaire was carried out to find how and to what extent available software are being used in Bangladesh for this purpose. Opinion, views, expectations of architects from leading architectural firms of Bangladesh were studied to understand the future prospect of this field in Bangladesh.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2005_1_64_168
id cf2005_1_64_168
authors ACHTEN Henri
year 2005
title Resolving some Ambiguities in Real-time Design Drawing Recognition by means of a Decision Tree for Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 311-320
summary In this paper, we present a theoretical study on automated understanding of the design drawing. This can lead to design support through the natural interface of sketching. In earlier work, 24 plan-based conventions of depiction have been identified, such as grid, zone, axial system, contour, and element vocabulary. These are termed graphic units. Graphic units form a good basis for recognition of drawings as they combine shape with meaning. We present some of the theoretical questions that have to be resolved before an implementation can be made. The contribution of this paper is: (i) identification of domain knowledge which is necessary for recognition; (ii) outlining combined strategy of multi-agent systems and online recognition; (iii) functional structure for agents and their organisation to converge on sketch recognition.
keywords multi-agent system, decision tree, pattern recognition, sketch
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_287
id 2005_287
authors Achten, Henri and Reymen, Isabelle
year 2005
title Structured Reflection as a Means to Deepen Understanding of CAAD
doi https://doi.org/10.52842/conf.ecaade.2005.287
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 287-294
summary In this paper we outline a strategy of structured reflection to improve reflection by students in a course on the implication of CAAD, design theory, and design methodology. Earlier editions of the course showed that students often did not evolve their learning beyond a checklist level. Reflection is an important mechanism to improve learning from design situations. After a consideration of the main approaches to design reflection, we take up Schön’s notion of reflection and provide support for structured reflection in CAAD education, based on earlier experiences with structured question lists in a civil engineering course. Findings after the first year’s run show a deeper level of reflection on a more elaborate level.
keywords Structured Reflection, CAAD, Education
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_083
id 2005_083
authors Agostinho, Francisco Santos
year 2005
title Architecture as Drawing, Perception and Cognition
doi https://doi.org/10.52842/conf.ecaade.2005.083
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 83-90
summary This work is about realizing that human perception is inherent to architecture. It is an asset and a trait subject to training and development in an empirical way, involving physical and manual action. It cannot be taught literally through convention and logic reasoning. It is a human achievement of great significance built on intellectual and scientific knowledge. It is something, being physical and empirical, that is supported on instrumental procedure. The computer, as a machine and an instrument, does not shorten the empirical experience of manipulation; on the contrary, it enhances J.J. Gibson’s findings about the perception of space in relation to eye and body movement. Being a cybernetic machine the computer may, and shall, evolve, and become perceptive. In order for that to happen, it is important to keep in mind the mechanism of human perception. Through producing a computerized model of a major architectural work, we develop natural knowledge about its physical features and the thought that lies underneath. To be able to use the computer as an instrument provides a user with explicit knowledge about its ways and mechanism that has to be made available. It involves training, which is to a great extent self-explanatory, and also explicit knowledge about the conventions that are being used, such as programming, reasoning and trigonometry.
keywords Visualization; Environmental Simulation; Knowledge Modelling (KM); 3D Modeling
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2014_023
id ascaad2014_023
authors Al-Maiyah, Sura and Hisham Elkadi
year 2014
title Assessing the Use of Advanced Daylight Simulation Modelling Tools in Enhancing the Student Learning Experience
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 303-313
summary In architecture schools, where the ‘studio culture’ lies at the heart of students’ learning, taught courses, particularly technology ones, are often seen as secondary or supplementary units. Successful delivery of such courses, where students can act effectively, be motivated and engaged, is a rather demanding task requiring careful planning and the use of various teaching styles. A recent challenge that faces architecture education today, and subsequently influences the way technology courses are being designed, is the growing trend in practice towards environmentally responsive design and the need for graduates with new skills in sustainable construction and urban ecology (HEFCE’s consultation document, 2005). This article presents the role of innovative simulation modelling tools in the enhancement of the student learning experience and professional development. Reference is made to a teaching practice that has recently been applied at Portsmouth School of Architecture in the United Kingdom and piloted at Deakin University in Australia. The work focuses on the structure and delivery of one of the two main technology units in the second year architecture programme that underwent two main phases of revision during the academic years 2009/10 and 2010/11. The article examines the inclusion of advanced daylight simulation modelling tools in the unit programme, and measures the effectiveness of enhancing its delivery as a key component of the curriculum on the student learning experience. A main objective of the work was to explain whether or not the introduction of a simulation modelling component, and the later improvement of its integration with the course programme and assessment, has contributed to a better learning experience and level of engagement. Student feedback and the grade distribution pattern over the last three academic years were collected and analyzed. The analysis of student feedback on the revised modelling component showed a positive influence on the learning experience and level of satisfaction and engagement. An improvement in student performance was also recorded over the last two academic years and following the implementation of new assessment design.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ecaade2017_184
id ecaade2017_184
authors Almeida, Daniel and Sousa, José Pedro
year 2017
title Tradition and Innovation in Digital Architecture - Reviewing the Serpentine Gallery Pavilion 2005
doi https://doi.org/10.52842/conf.ecaade.2017.1.267
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 267-276
summary Please write your aToday, in a moment when digital technologies are taking command of many architectural design and construction processes, it is important to examine the place and role of traditional ones. Designed by Álvaro Siza and Eduardo Souto de Moura in collaboration with Cecil Balmond, the Serpentine Gallery Pavilion 2005 reflects the potential of combining those two different approaches in the production of innovative buildings. For inquiring this argument, this paper investigates the development of this project from its conception to construction with a double goal: to uncover the relationship between analogical and digital processes, and to understand the architects' role in a geographically distributed workflow, which involved the use of computational design and robotic fabrication technologies. To support this examination, the authors designed and fabricated a 1:3 scale prototype of part of the Pavilion, which also served to check and reflect on the technological evolution since then, which is setting different conditions for design development and collaboration.bstract here by clicking this paragraph.
keywords Serpentine Gallery Pavilion; Computational Design; Digital Fabrication; Wooden Construction; Architectural Representation;
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20053303
id ijac20053303
authors Alvarado, Rodrigo Garcia; Castillo, Gino Alvarez; Marquez, Juan Carlos Parra; Mayorga, Sergio Navarro
year 2005
title Filmic Development of Architectural Animations
source International Journal of Architectural Computing vol. 3 - no. 3, 299-316
summary This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00004
last changed 2007/03/04 07:08

_id sigradi2005_673
id sigradi2005_673
authors Amorim, Arivaldo Leão de; Daniel Chudak
year 2005
title Digital Historic Heritage: documenting of Pelourinho, Salvador - Bahia, Brazil, with 3D laser scanning technology
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 673-678
summary This paper describes the Pelourinho Project realized past July in Salvador, during the 1st International Conference on 3D Laser Scanning for Heritage Documentation. The Pelourinho located at the historic center of Salvador, is an impressive wide set of buildings listed by UNESCO as World Heritage. The text contains a quickly overview about the 3D laser scanning technology, shows how data are captured and what they stored and what they means. The 3D laser scanning model, another kind of 3D geometric model is called point cloud and represents an excellent way to store data of some particular constructions. Because its irregular shapes it is very arduous to survey and represent these constructions by any other method. The point cloud model is an excellent way to represent with integrity and accuracy these particular complex shapes like the colonial baroque churches in Brazil. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2005_811
id 2005_811
authors Anay, Hakan
year 2005
title A Critical Approach to the Use of Computers in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2005.811
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 811-817
summary There are two dominant approaches to architectural and urbanistic problem solving: program based approaches and paradigm based approaches. Beyond these two, this paper proposes the critical/formalist approach as a paradigm for architectural design while summarizing the epistemological foundations of it, and investigates the possible contribution of the computers to this approach. The primary aim is to set a starting point for a more comprehensive future research.
keywords Design Theory, Design Methodology, Computer Aided Design, Formalism, Architectural Form
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia05_012
id acadia05_012
authors Anshuman, Sachin
year 2005
title Responsiveness and Social Expression; Seeking Human Embodiment in Intelligent Façades
doi https://doi.org/10.52842/conf.acadia.2005.012
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 12-23
summary This paper is based on a comparative analysis of some twenty-six intelligent building facades and sixteen large media-facades from a socio-psychological perspective. It is not difficult to observe how deployment of computational technologies have engendered new possibilities for architectural production to which surface-centeredness lies at that heart of spatial production during design, fabrication and envelope automation processes. While surfaces play a critical role in contemporary social production (information display, communication and interaction), it is important to understand how the relationships between augmented building surfaces and its subjects unfold. We target double-skin automated facades as a distinct field within building-services and automation industry, and discuss how the developments within this area are over-occupied with seamless climate control and energy efficiency themes, resulting into socially inert mechanical membranes. Our thesis is that at the core of the development of automated façade lies the industrial automation attitude that renders the eventual product socially less engaging and machinic. We illustrate examples of interactive media-façades to demonstrate how architects and interaction designers have used similar technology to turn building surfaces into socially engaging architectural elements. We seek opportunities to extend performative aspects of otherwise function driven double-skin façades for public expression, informal social engagement and context embodiment. Towards the end of the paper, we propose a conceptual model as a possible method to address the emergent issues. Through this paper we intend to bring forth emergent concerns to designing building membrane where technology and performance are addressed through a broader cultural position, establishing a continual dialogue between the surface, function and its larger human context.
series ACADIA
email
last changed 2022/06/07 07:54

_id ascaad2006_paper25
id ascaad2006_paper25
authors Artopoulos, Giorgos; Stanislav Roudavski and Francois Penz
year 2006
title Adaptive Generative Patterns: design and construction of Prague Biennale pavilion
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper describes an experimental practice-based research project that considered design process, implementation and construction of a pavilion built to be part of the Performative Space section of the International Biennale of Contemporary Art, Prague 2005. The project was conceptualized as a time-bound performative situation with a parasite-like relationship to its host environment. Its design has emerged through an innovative iterative process that utilized digital simulative and procedural techniques and was formed in response to place-specific behavioral challenges. This paper presents the project as an in-depth case-study of digital methods in design, mass customization and unified methods of production. In particular, it considers the use of Voronoi patterns for production of structural elements providing detail on programming and construction techniques in relationship to design aspirations and practical constraints.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2005_163
id 2005_163
authors Balakrishnan, Bimal, Kalisperis, Loukas N. and Muramoto, Katsuhiko
year 2005
title Evaluating Workflow and Modeling Strategies of Pen Computing in the Beginning Architectural Design Studio
doi https://doi.org/10.52842/conf.ecaade.2005.163
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 163-170
summary This paper investigates the impact of Tablet PCs on the workflow in an undergraduate design studio. We examined how well the students adapted the Tablet PC into their day-to-day design work and evaluated the appropriateness of the Tablet PC as a common digital tool used in an architectural design studio. This research involved observation of student behavior during the semester and the conducting of a survey measuring various aspects of the students’ use of the computers. A more specific goal was to compare the effectiveness of the pen versus the mouse as input devices for a three-dimensional modeling task in terms of both task time and strategies. Our assumption was that a change in input mode would affect the strategies and the performance. The results of a within-subjects, repeated-measures experiment carried out to elicit differences in input devices are discussed.
keywords Digital Design Education; Human-Computer Interaction; 3D Modeling; Pen Computing; Task Analysis
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_557
id 2005_557
authors Barelkowski, Robert
year 2005
title Web-based Social Participation in the Process of Town Planning
doi https://doi.org/10.52842/conf.ecaade.2005.557
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 557-564
summary The paper discusses the principles of using internet nested “Citizen” system that composes the platform to exchange information between different participants of planning procedure. As a part of P.R.S. method instrumentation, “Citizen” allows multidirectional interaction of planners, authorities and users of space. The paper shows various aspects of system structure, pointing out the most significant application abilities, the role different contents of the system play and services they provide to participants. The article summarizes the results of application, discusses the impact, web-based social participation has on efficiency of planning procedure, elimination of conflicts and understanding of planning problematics.
keywords Web-Based Planning Support, Programming Implementations for TownPlanning, User Participation
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_253
id 2005_253
authors Breen, Jack and Stellingwerff, Martijn
year 2005
title Towards Ornamatics
doi https://doi.org/10.52842/conf.ecaade.2005.253
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 253-260
summary Computer aided modelling and drafting protocols – in combination with new production technologies – have contributed to wholly new ways of shaping building elements. Some examples of new techniques, which have recently become very successful in building production and in architectural design education, are: 3D Rapid Prototyping; 2,5D and 3D Milling and computer aided Shape Cutting (notably using laser and water jet modes). Such new approaches not only create new opportunities for traditional production processes (including physical modelling), they also offer new perspectives for design and manufacturing on the level of architectural components and connections. We foresee innovative approaches to building product design, with a renewed interest in expressive Ornamentation. A phenomenological development we would like to address using the concept of ‘Ornamatics’. This contribution explores the potentials of product design with a renewed focus on ornamentation, involving the active utilization of computer aided modelling and manufacturing techniques. The paper furthermore documents results and findings of a series of explorative studies carried out within an educational laboratory environment.
keywords Design Driven Research; Computer Aided Fabrication; Aesthetics; Ornamentation; Education
series eCAADe
email
last changed 2022/06/07 07:54

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