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 553

_id 2005_433
id 2005_433
authors Lang, Silke Berit
year 2005
title Designing Tele Reality Using Media and Communication Technologies
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 433-440
doi https://doi.org/10.52842/conf.ecaade.2005.433
summary In this paper we describe the use of media and communication technologies with a special notification on video systems for the design of a technological enhanced environment. We make suggestions how architects can design environments that are more flexible and dynamic. These environments are adapted to our changing social and cultural trends. Developments in media and communication technologies allow extending the real world to a so called Tele Reality. These environments will have a certain degree of intelligence provided via computer performance. Humans will be able to receive information form anywhere and at anytime. The focus is on expanding the availability of human resources.
keywords Media and Communication Technologies; Tele Reality; Video Systems, Design Principles
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia05_012
id acadia05_012
authors Anshuman, Sachin
year 2005
title Responsiveness and Social Expression; Seeking Human Embodiment in Intelligent Façades
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
doi https://doi.org/10.52842/conf.acadia.2005.012
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 sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2005_303
id 2005_303
authors Clark, Steve and Maher, Mary Lou
year 2005
title Learning and Designing in a Virtual Place
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 303-309
doi https://doi.org/10.52842/conf.ecaade.2005.303
summary This paper reports on a study of the role of place in a virtual learning environment for digital media design. Using an immersive 3D Virtual World based on Active Worlds, we have created a virtual learning place for students in a Website Design course. The virtual learning place has two distinct parts: a classroom-like place surrounded by student galleries. Students can navigate and communicate (synchronous chat) within the environment in the form of an avatar (virtual person). We recorded the conversations and activities of the students in discussions held in the virtual learning place and applied a communication coding scheme to analyze their discussions. In this paper we present our approach to developing an understanding of the role of place and evidence of its effect on the conversations of design students in a virtual learning environment. We show how we identified the characteristics of place and specifically how it provides a context for identity and presence for supporting collaborative and constructivist student centred learning.
keywords Virtual Learning Environments, Place, Virtual Design Studios
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 423-432
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id 2005_107
id 2005_107
authors Fricker, Pia, Ochsendorf, Mathias and Strehlke, Kai
year 2005
title GENERATIVE INTERFACES AND SCENARIOS - INTERACTION IN INTELLIGENT ARCHITECTURE
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 107-113
doi https://doi.org/10.52842/conf.ecaade.2005.107
summary New media and modern building automation have a strong impact on contemporary architecture. So far one could regard built architecture as static. These new technologies introduce a dynamic impulse to architecture. The objective of our research and teaching work is to demonstrate the impact of innovative systems on architecture in daily usage while providing building automation, multimedia integration and facility management services in intelligent networked buildings. These technologies, as described in this paper are integrated in our second year course for students of Architecture. By designing an interactive graphical interface for the lab they were asked to create a spatial scenario as a self running Flash animation. Thus real space is merged with virtual reality.
keywords CAAD Curriculum, Human-Computer Interaction, Web-Based Design, Building Automation, Generative Graphical Interfaces
series eCAADe
type normal paper
email
last changed 2022/06/07 07:50

_id sigradi2005_405
id sigradi2005_405
authors Palma Moraga, Fernando
year 2005
title Designing with Sounds
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 405-409
summary The emotion of the data and the data of the emotion. The application of the Technologies of Information and Communication (TIC) in the processes of architectural design has expanded the spectrum of what can be observed from human living and habitable space. This way the average digital medium allows us to know more about our daily life; not only in the functional or productive moment but also in the nonfunctional and specifically emotional instances. This new media allows us to observe with more precision the human practices in their diverse states of mobility: rest, leisure, entertainment, distraction, etc. These observed and decoded qualities can be carried into data and then integrate it into the act of design as a fresh piece of information that can organize matter. To undertake this theme I present subsequently a process of design with 4 themes related digitally. Designing with Sounds, Digital Production, The house Messenger, Hardware and Software. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2005_203
id sigradi2005_203
authors Pratschke, Anja
year 2005
title Abrigo Mínimo: architecture as process
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 203-208
summary Information and communication technologies bring together methods of organizing complex activities while questioning traditional ways of working, inviting to use complex approaches when it comes to design process, based on the fact that the media has the potential to alter the perceptions of whole factors involved. It enables the creation of networks, the rethinking of working methods, allowing an even more effective interaction between different actors and their activities. The starting point for the experimental exercise “Abrigo Mínimo” was to discuss a different approach of understanding the way architectural student design by including questions of context. It is proposed that, to understand the design process complexity, they should have a vision of site, subjects and design interrelations as processes rather than products and a conception of it as fields of relations rather than as arrangements of objects. This posture would change radically the students’ way of designing, providing a kind of orientation to act. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:58

_id caadria2005_b_4b_b
id caadria2005_b_4b_b
authors Seichter, Hartmut, Schnabel, Marc Aurel
year 2005
title Digital and Tangible Sensation: An Augmented Reality Urban Design Studio
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. 2, pp. 193-202
doi https://doi.org/10.52842/conf.caadria.2005.193
summary Traditionally urban design is perceived, communicated and created using physical and digital media. However, these realms are handled as separate entities, which hinder collaboration, understanding and communication. Collaborative Augmented Reality (AR) systems can integrate these tasks into one media type and allow a different conversation with complex issues. Human Computer Interfaces and Tangible User Interfaces play key role in AR. They allow an engagement with both the real and virtual component of an urban design project. This paper describes an urban design studio that employs AR as medium of collaboration, the theoretical framework of sense of presence, the understanding and the quality of the resulting design.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2005_415
id 2005_415
authors Tramontano, Marcelo and Mônaco dos Santos, Denise
year 2005
title Online_communities
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 415-423
doi https://doi.org/10.52842/conf.ecaade.2005.415
summary Research on contemporary habitation spaces is directly related to the study of the relationship between new media and everyday life. This paper presents ongoing in-depth research which intends to discuss these relationships in different ways on a conceptual basis. A collaborative multi-users interface is being specially designed, supported by different kinds of electronic equipment. Furthermore, the project’s objective is to analyze how these information and communication technologies are to be used, as well as their impact on poor communities. As a hypothesis, our intention is to verify if the access to information will be able to broaden social interactions and improve new services which have been set up, in order to guarantee a better quality of life. Beyond being a conceptual approach, the study intends to present and examine facts obtained from intervening in a poor district in São Paulo city, Brazil. Using an existing public telecenter as an access provider to the internet, individual TV-connected set-top boxes in 220 apartments in a local social housing complex are being installed, enabling users to communicate through a collaborative multiusers digital interface. Adding a virtual instance to a geographically-based community, the aim of the project is to provide new possibilities to improve dialogue and debates, to encourage more income and cultural activities. It also intends to evaluate the effects of the technological mediation of social relationships, both inside and outside the community, as well as within the physical urban space such as in the dwellings. The results of this study will be useful in defining public policies to be implemented by the Sao Paulo Local Government. The work is being sponsored by FAPESP, which is the Sao Paulo State Funding Agencie, but also by public institutions, private partners and universities. Researchers involved belong to complementary fields such as architecture, urbanism, computer sciences, social sciences, psychology and electronic engineering.
keywords Virtual Communities, Collaborative Networks, Digital Inclusion
series eCAADe
email
last changed 2022/06/07 07:57

_id 2005_763
id 2005_763
authors Beilharz, Kirsty
year 2005
title Architecture as the Computer Interface: 4D Gestural Interaction with Socio-Spatial Sonification
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 763-770
doi https://doi.org/10.52842/conf.ecaade.2005.763
summary Architecture today extends far beyond designing building shells and material, peripheral boundaries. Arguably, it has always been, and shifts increasingly in contemporary environments towards, designing space and interaction with space. Hence, the role of the designer includes integration of computing in architecture through ambient display and non-tactile interaction. This paper explores a framework in which the architecture is the computer interface to information sonification. (Sonification is automatically generated representation of information using sound). The examples in this paper are Emergent Energies, demonstrating a socio-spatially responsive generative design in a sensate environment enabled by pressure mats; Sensor-Cow using wireless gesture controllers to sonify motion; and Sonic Kung Fu which is an interactive sound sculpture facilitated by video colour-tracking. The method in this paper connects current information sonification methodologies with gesture controller capabilities to complete a cycle in which gestural, non-tactile control permutes and interacts with automatically-generated information sonification. Gestural pervasive computing negotiates space and computer interaction without conventional interfaces (keyboard/mouse) thus freeing the user to monitor or display information with full mobility, without fixed or expensive devices. Integral computing, a blurring of human-machine boundaries and embedding communication infrastructure, ambient display and interaction in the fabric of architecture are the objectives of this re-thinking.
keywords Interactive Sonification, Gesture Controllers, Responsive Spaces, SpatialSound
series eCAADe
email
last changed 2022/06/07 07:54

_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
source 23nd eCAADe Conference Proceedings [ISBN 0-9541183-3-2], Lisbon (Portugal) 21-24 September 2005, 880 p.
doi https://doi.org/10.52842/conf.ecaade.2005
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 sigradi2005_700
id sigradi2005_700
authors Espina, Jane J. B.
year 2005
title VISION OR RETROSPECTION INTO THE PAST: SCIENTIFIC VISUALIZATION IN THE RECOVERY OF PATRIMONIAL URBAN SPACES
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 700-706
summary This paper shows the use of digital means in the presentation and relation between the perception of those who have walked by in the past and circulate at present through the Baralt Square space, at specific historic periods, with the purpose of reconstructing the different urban scenarios, and foresee their future, through the use of scientific visualization. The digital reconstruction of the square, of colonial origin, is a complex process. This multifunctional space represented forms and types of societies, as the various actors participated with perceptions and perspectives which were apart from reality, imposing their vision and interests, defining themselves in the materialization of the space-site. This research originates the urban analysis and the interpretation of the public space with the help of input devices and real-time visualizers. Interaction, virtual surroundings and mixed reality technologies may contribute in designing tools for the recovery of patrimonial surroundings. [Full paper in Spanish]
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:51

_id sigradi2005_304
id sigradi2005_304
authors Marques, Sandra; Jean-Pierre Goulette
year 2005
title Architectural visions and mediations of cyberspace
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 304-309
summary The use and evolution of Information and Communication Technologies is widening not only the process of communicating architecture but also it is challenging what we design and also how we design. These technologies became infrastructures in a world that has acquired a digital or virtual layer that are affecting not only the professional practices of designers, but also, and more generally, our collective vision of spatiality and the way we communicate it. In order to adjust itself to this increasingly volatile world, architecture is recasting its boundaries, its essential codes and tools. This paper focuses on the application of these ideas into the theoretical and methodological structure of an undergraduate course held in the context of an international Virtual Design Studio between a French and a Canada school of architecture which general objective is to explore the associations between Forme, Information, Novation and Conception by designing Virtual Architectures (FINC-AV).
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia05_024
id acadia05_024
authors Mathew, Anijo
year 2005
title Smart Homes for the Rural Population: New Challenges and Opportunities
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. 24-35
doi https://doi.org/10.52842/conf.acadia.2005.024
summary “Smart” Homes (domestic environments in which we are surrounded by interconnected technologies that are more or less responsive to our presence and actions) seem increasingly plausible with the emergence of powerful mobile computing devices and real time context aware computing (Edwards and Grinter, 2001). Research at premier technology universities have given birth to home “labs” that experiment with sensors, cameras and monitors to study physical, behavioral and social consequences of such technologies on occupants of such homes. One of the most important problems that “smart” homes will eventually help to address is that of spiraling costs of healthcare. Using ubiquitous technologies to motivate healthy decisions can help prevent the onset of myriad medical problems (Intille, 2004). Moving the focus of attention from the health centers and hospitals to the working home through such technology interventions would eventually lead to decreased financial pressure on the traditional healthcare system. This paper examines the challenges and opportunities in the design of “smart” technologies for preventive healthcare in rural homes. It summarizes findings from current ethnographic and demographic studies; and examines other contemporary research in the field of ubiquitous computing and “smart” homes. With the help of these studies, the paper lists different technical, social and functional challenges that we as designers may have to consider before designing “smart” homes for rural populations.
series ACADIA
email
last changed 2022/06/07 07:58

_id 5b89
id 5b89
authors Sevaldson, Birger
year 2005
title Developing Digital Design Techniques Investigations on Creative Design Computing
source Oslo School of Architecture and Design, PHD-Thesis
summary 1.1. The themes in this theses 16 1.1.1. Mind the mind gap 16 1.1.2. Prologue: The World Center for Human Concerns 17 1.1.3. Creative computer use 26 1.1.4. Design strategies and techniques 31 1.2. Overview 33 1.2.1. Main issues 34 1.2.2. The material 36 1.2.3. The framework of this thesis 37 2. CURRENT STATE AND BACKGROUND 39 2.1. New tools, old thoughts. 39 2.1.1. A misuse strategy 44 2.1.2. Emergence in design 47 2.1.3. Programming and design 50 2.1.4. Artificial intelligence 53 2.1.5. Human intelligence and artificial representations 53 2.2. Electronic dreams 54 2.2.1. The dream of intuitive software 55 2.2.2. The dream of the designing machine 60 2.2.3. The dream of self-emerging architecture; genetic algorithms in design 61 2.2.4. A cultural lag 62 2.3. Ideas and ideology 64 2.3.1. A personal perspective on the theories of the 1990s 65 2.3.2. "The suffering of diagrams" 68 2.3.3. Architectural theory and design methodology 69 2.4. Ideas on creativity 72 2.4.1. What is creativity? 73 2.4.2. Creativity, a cultural phenomenon. 75 2.4.3. Creativity in the information age 79 2.4.4. Creativity-enhancing techniques 81 2.4.5. Crucial fiicro-cultures 82 2.4.6. A proposal for a practitioner approach to creativity 83 2.5. Summary and conclusion of part 2 84 3. NEW DESIGN TECHNIQUES 86 3.1. Introduction 86 3.2. New technology - new strategy 87 3.3. Thinking through design practice: the inspirational playful design approach 88 3.4. A Corner stone: emergence 89 3.4.1. The source material 94 3.5. Recoding, translation and interpretation 95 A case: Tidsrom 97 3.6. Reconfiguring schemata 109 3.7. Rules and games 113 3.8. Virtuality and virtual models 118 3.8.1. What is "The Virtual"? 118 3.8.2. Virtual reality 119 Investigating "the virtual" 120 3.8.3. Analysing the virtual 126 3.9. Visual thinking (diagrams and visual thinking) 130 3.9.1. Visual Thinking and Abstraction. 130 3.9.2. A heuristic process 132 3.9.3. Visual thinking, skills and tacit knowledge 132 3.9.4. Media for visual thinking 133 3.10. Diagrammatic thinking 138 3.10.1. Descriptive diagrams 142 3.10.2. Generative diagrams 144 3.10.3. Versioning 149 3.10.4. Finding 153 3.10.5. Translation and interpretation 158 3.10.6. From generative diagram to program 168 3.10.7. Dynamic generative diagrams 171 3.11. The question of selection 175 3.12. Summary and conclusion of part 3 178 4. WAYS OF WORKING: FROM DESIGN PRACTICE TOWARDS THEORY AND DIGITAL DESIGN METHODS 179 4.1. Introduction 179 4.1.1. Practice-based research 180 4.1.2. Visual material is central. 180 4.1.3. Two investigation paths 180 4.1.4. Achievements 180 4.2. Methods 181 4.2.1. Explorative and generative research 182 4.2.2. A first-person approach 183 4.2.3. Analysis 184 4.2.4. The Material 185 4.3. Systematising creative computer use. Ways of working; techniques in creative computer use. 186 4.3.1. Categorization 186 4.3.2. Mapping the field of design computing. 187 4.3.3. Generic techniques 190 4.3.4. Specific techniques 192 4.3.5. Table of techniques 193 4.3.6. Examples of techniques 200 4.3.7. Traces of technology. 213 4.4. The further use of the generated material 219 4.4.1. Realisation strategies 221 4.4.2. Templates and scaffolds 223 4.5. Summary of Part 4 240 PART 5. WAYS OF THINKING: INTENTIONS IN CREATIVE COMPUTER USE. 241 5.1. Intentions 241 5.1.1. Categorising intentions 242 5.2. Intention themes 243 5.2.1. Cases and samples from Group one: Formal, phenomenal, spatial and geometrical themes 244 5.2.2. Intentions of response to the complexity of urban systems 297 5.3. The Hybrid Process 317 5.3.1. Hybridization strategies 319 5.3.2. The hybrid process and its elements. 328 6. SUMMARY AND CONCLUSIONS 344 6.1. Principles, concepts and methods for creative design computing 344 6.2. A new type of creativity? 348 6.3. A practice as the field for an investigation 349 6.4. Suggestions for further studies 349
series thesis:PhD
type normal paper
last changed 2007/04/08 16:11

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
doi https://doi.org/10.52842/conf.ecaade.2005.383
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2005_327
id sigradi2005_327
authors Fukuda, Tomohiro; Atsuko Kaga
year 2005
title Development of 3Dblog: VR-blog system which supports network collaboration
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 327-332
summary We developed a “3Dblog” system which cooperated seamlessly with various media, such as a 3-dimensional virtual space (3DVS) showing environmental design, and texts and pictures expressing concepts relevant to a design, incidental information, and the minutes, etc. This system is one in which the weblog (blog) and Virtual Reality (VR) were combined smoothly. It is possible to peruse information relevant to a space or to comment in articles written using the blog serving as a 3-dimensional icon, and displaying in 3-dimensional virtual space. In this research, the system was applied to the design of a city square in Japan in which the persons involved in various positions participated with systems development.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ijac20053107
id ijac20053107
authors Hannibal, Claire; Brown, Andre; Knight, Michael
year 2005
title An assessment of the effectiveness of sketch representations in early stage digital design
source International Journal of Architectural Computing vol. 3 - no. 1, 107-126
summary This paper presents an experimental approach that examines the response of non-architects to three virtual representations of architecture within a non-immersive Virtual Reality (VR) environment. It investigates the use of current digital technologies in their ability to facilitate early design stage sketch representation and explores the communication of early stage digital design proposals in order to determine the effect of representation type upon perception.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

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