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 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 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 sigradi2005_371
id sigradi2005_371
authors Vilas Boas, Naylor
year 2005
title Beyond the static image: the digital graphic representation of spatial experience in architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 371-376
summary This work presents some theoretical reflections about the potentialities of digital tools in the graphic representation of architectonical space. Considering de sub-utilization of these tools in mimetic applications of manual graphic methods, it’ll be taken in Theory of Architecture the argumentations needed to justify the importance of 3D videogames technologies in the architectural graphic representation field. Inserting these reflections in the though line of Bruno Zevi, whom already alerted for the limitations of graphic representation in translating the architectonical space nature, it’s perceived that those technologies are capable to overcome them, offering the biggest qualitative gain in the field since the discover of perspective laws in the Renascence. So, it’ll be presented some digital models of projects used as didactic tools, that are capable to give a deeper understanding of built space from the graphic representation of the spatial experience virtually lived there, by allowing the user’s free movement. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 10:02

_id a2b4
id a2b4
authors Rafi A, Khairul A, Samad A, Maizatul H, Mazlan M
year 2005
title Improving spatial ability using a Web-based Virtual Environment (WbVE)
source Automation in Construction
summary Spatial ability is one of the cognitive means used in problem solving activities particularly when manipulating and processing visuo-spatial information. With the increasing use of network communication, conventional teaching and learning has shifted towards the development of network environments, online learning, real-time interaction and high quality multi-user collaboration. This paper presents our experiment using a Web-based Virtual Environment (WbVE) that has improved a group of pre-service teachers' spatial ability understanding for teaching Engineering Drawing for secondary school subjects. The experiment is carried out in Universiti Pendidikan Sultan Idris (UPSI) comprising of 98 pre-service teachers taking the Computer Aided-Design (CAD) course. Selected subjects were pre-tested at the beginning of the semester with spatial tests focusing on mental rotation and spatial visualization to provide the baseline measurement. A desktop WbVE, which was employed and tested in the CAD laboratories to improve their spatial ability for five weeks of instructional treatment, will be demonstrated. Post-testing of spatial tests revealed significantly the overall spatial ability improvements as measured by the test scores. This paper concludes with a discussion on the impact of WbVE spatial learning that will be used as a precedent in the development of the VE teaching and learning prototypes for secondary school in Malaysia.
keywords Web-based virtual environment; engineering drawing; spatial learning
series journal paper
type normal paper
email
more http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6V20-4F9F8J7-1&_user=152310&_coverDate=12%2F31%2F2005&_alid=457968480&_rdoc=1&_fmt=summary&_orig=search&_cdi=5688&_sort=d&_docanchor=&view=c&_acct=C000012578&_version=1&_urlVersion=0&_userid=152310&md5=018e8748a940a11496dcbc2e65832452
last changed 2006/09/29 03:22

_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 cf2005_2_63_81
id cf2005_2_63_81
authors McMEEL Dermott, COYNE Richard and LEE John
year 2005
title Talking Dirty: Formal and Informal Communication in Construction Projects
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 265-274
summary We analyse the emergence and use of formal and informal communication tools in group working to aid in understanding the complexity of construction projects. Our test case is the design and build of an interactive digital installation in an exhibition space, involving students. After the project we conducted focus group studies to elicit insights into the effective use of the digital communications available for the project. We recount key insights from the study and examine how digital messaging devices are contributing to or hindering creative discussion. Whereas the construction process is concerned with the removal of dirt and re-ordering, in this paper we reflect on construction’s ritualistic, contractual and unauthorized aspects, and dirt’s role within them. We draw on Bakhtin’s theories of the carnival in exploring ritual, and the mixing of the un-sanctioned (rumour) with the official (contractual). How does dirt impinge on issues of communication, open discussion, and the move towards “partnering” in construction practice? We conjecture that while physical dirt might be unpleasant, the removal of other forms of metaphorical dirt hampers construction as an efficient and creative process.
keywords communications, technology, construction
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2005_1_84_44
id cf2005_1_84_44
authors ROSENMAN M.A., SMITH G., DING L., MARCHANT D. and MAHER M.L.
year 2005
title Multidisciplinary Design in Virtual Worlds
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. 433-442
summary Large design projects, such as those in the AEC domain, involve collaboration among a number of design disciplines, often in separate locations. With the increase in CAD usage in design offices, there has been an increase in the interest in collaboration using the electronic medium, both synchronously and asynchronously. The use of a single shared database representing a single model of a building has been widely put forward but this paper argues that this does not take into account the different representations required by each discipline. This paper puts forward an environment which provides real-time multi-user collaboration in a 3D virtual world for designers in different locations. Agent technology is used to manage the different views, creation and modifications of objects in the 3D virtual world and the necessary relationships with the database(s) belonging to each discipline.
keywords collaboration, multiviews, virtual worlds, agents
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 55c9
id 55c9
authors Yehuda Kalay, Gokce Kinayoglu, Seung Wook Kim
year 2005
title Spatio-Temporally Navigable Representation and Communication of Urban Cultural Heritage
source Proceedings: VSMM 2005 International Conference on Virtual Systems and Multimedia
summary Virtual environments are effective tools for the representation and communication of cultural heritage. We suggest that an interactive, immersive and dynamic navigation of the virtual representation of the urban environment will not only convey the essence of the culture and the changes it underwent in a more comprehensible manner, but will engender a 'sense of place'—genius loci— in the visitors. This cognitive mode will help them learn about much more than the geometry and materiality of the city: it will make them 'feel' part of the event itself. By presenting a socially shareable experience, we aim to introduce the medium the character of a genuine place, and make it a social venue for active exploration, discussion and interaction.

Virtual reality surpasses both traditional media and 3D-models and offers what they cannot. The affordances of the medium, however, also have the potential to destroy the sense of place it strives to engender. It can do so by allowing a kind of ‘time travel,’ to different periods in the history of the site. This ability locates visitors not only spatially, but also temporally. Everyday experience helps us understand the meaning of spatial boundedness, but does not prepare us to deal with temporal boundedness: sensing the presence of fellow visitors at different times. In this paper we describe our experiences in producing spatio-temporally navigable virtual reconstructions of two distinct culturally significant historic sites: the neolithic village of Çatalhöyük, and the medieval city of Cairo. We demonstrate the use of spatio-temporal navigation through a dynamic, chronologically layered model that can be browsed by multiple users at the same time. Such a dynamic system for representing chronological architectural events requires the extension of our conception of place into the temporal domain. We introduce a new concept, temporal field of view (t-FOV) and discuss how it can aid us in resolving an intrinsic challenge introduced by the representation of the temporal dimension in virtual environments.

keywords Multi-User Virtual Environments (MUVE), Cairo, cultural heritage, temporal representation, timeline
series other
type normal paper
email
last changed 2008/10/03 21:34

_id 2005_311
id 2005_311
authors Özkar, Mine
year 2005
title Lesson 1 in Design Computing Does not Have to be with Computers
doi https://doi.org/10.52842/conf.ecaade.2005.311
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 311-318
summary This paper proposes basic design instruction as a possible setting for introducing the concept of design computing to architecture students in the first year of their education. The argument is based on two viewpoints. The first extends the positivistic understanding of computation to visual reasoning in general. The second recognizes visual design activity as a reasoning process. The author suggests that, in order for computation to be embedded in the ways of design thinking, an understanding of it needs to be built-in, both as concept and as practice, into learning about the design process. The study draws attention particularly to basic design instruction as a setting for design and computation to be learnt concurrently. Examples from the first year curriculum at Middle East Technical University are given to illustrate the discussion.
keywords Basic Design; Computation; Design Reasoning; Design Thinking
series eCAADe
email
last changed 2022/06/07 07:57

_id ijac202220201
id ijac202220201
authors Horvath; Anca-Simona
year 2022
title How we talk(ed) about it: Ways of speaking about computational architecture
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 150–175
summary If we understand architecture as a three-part system formed by the building, its image, or drawings and imagesdescribing buildings, and the critical discourse around architecture, then the texts or ways of speaking aboutarchitecture play a key role in understanding the field and its development. By analysing a corpus of around 4.6million words from texts written between 2005 and 2020 that form a part of critical discourse in computational architecture (understood as the result of the intense digitalization of the field), this paper aims tomap ways of speaking about computational architecture. This contributes to architectural theory and mighthelp gain a better understanding of the evolution of the digitalization of construction in general. Findings showthat computational architecture is surrounded by a specific way of speaking, hybridized with words fromfields such as biology, neuroscience, arts and humanities, and engineering. While some topics such as‘sustainability’ or ‘biology’ come up consistently in the discourse, others, such as ‘people’ or ‘human’, haveperiods when they are more and less popular. After highlighting open research questions, the paperconcludes by presenting a map of periodic and recurring topics in ways of speaking about computationalarchitecture over the last 15 years, thus tracking and documenting long-term trends, and illuminating patternsin the broader field of digital construction.
keywords Architectural design, computational architecture, design theory, digital architecture, digital construction, natural language processing
series journal
last changed 2024/04/17 14:29

_id cf2005_2_14_39
id cf2005_2_14_39
authors HYUN-AH Choi and HAN-JONG Jun
year 2005
title A Design Model Using Mutation Shape Emergence
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 41-50
summary The ability to recognize properties and characteristics unforeseen in the early stage of design, namely shape emergence, is considered one of vital aspects of human visual perception in creative thinking. This study aims at developing a design model by using an extended theory of shape emergence, mutation shape emergence which we call. The first part of this paper describes the definition of mutational emergent shapes clearly. In the second part, possibility of discovering mutational emergent shapes will be explored through protocol analysis. On the basis of the results of these efforts, we will examine closely the cognitive mechanism to discover mutational emergent shapes. In the last stage, based on our results we propose a design model for understanding the cognitive process implications for training architects.
keywords creativity, design process, mutational emergent shapes, design model
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2005_a_2a_a
id caadria2005_a_2a_a
authors Ih-Cheng Lai, Kun-Tai Kao, Teng-Wen Chang
year 2005
title Role Playing for linking Ideas in the Idea Association Process
doi https://doi.org/10.52842/conf.caadria.2005.119
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. 119-129
summary Idea association is an interactive behavior that will invoke dynamic interactions through different participants’ interplay, especially within the conceptual design stages. Such interplay involves distributed interactions. For understanding the distributed interactions of idea association, the research applies a cognitive theory (role- play) onto modeling the behaviors of designers with internal, external design situation and linking process. By adopting the mechanisms of Dynamic Agent Role Interplay System (DARIS) framework, some computational characteristics within the distributed interactions are explored. Finally, a computer-supported system for dynamically linking design ideas is investigated through a design example.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2021_108
id ecaade2021_108
authors Romero, Rosaura Noemy Hernandez and Pak, Burak
year 2021
title Understanding Design Justice in a Bottom-up Housing through Digital Actor-Network Mapping - The case of solidary mobile housing in Brussels
doi https://doi.org/10.52842/conf.ecaade.2021.1.131
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 131-140
summary This paper is a study of an ongoing housing project in Brussels (SMH) which involves bottom-up spatial occupation and 'making' by activists, activist architects, social workers and citizens. The particular focus of this paper is on the critical spatial agency of the citizens, activist-architects and artefacts for enabling architectural design justice (ADJ) in the SMH. Building on the Actor-Network Theory of Latour (2005) we developed an analytic method called Actor Link Mapping and Analysis (ALMA) which involves data collection from a wide range of network actors, the generation of a variety of digital network maps, making computational analysis, followed by workshops and interviews to discuss the findings. ALMA was used to recognize potential assets which are essential for design justice practices and networks. The analysis revealed the limits to community control of design processes and practices as well as limits to the conceptual links surrounding socio-spatial equality, thus limits to design justice in the SMH project. Our research also revealed a plethora of new roles and agencies in bottom-up housing production which were essential to understanding the dynamics and power distribution among the different actors.
keywords Network Mapping; Network Analysis; Housing; Co-creation; Design Justice; Actor-Network Theory
series eCAADe
email
last changed 2022/06/07 07:56

_id 2005_797
id 2005_797
authors Petzold, Frank and Donath, Dirk
year 2005
title Tailor-made: Adapting and Extending CA(A)Dsystems
doi https://doi.org/10.52842/conf.ecaade.2005.797
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 797-803
summary CA(A)D systems are nowadays a part of everyday architectural practice and have completely replaced drawing with pen and T-square. The standard functions of such systems are (usually) sufficient for the everyday needs of practical work. The question is: can CA(A)D systems be adapted to improve work efficiency for specific users or applications such as those of the architect? Most current CA(A)D systems already provide some level of support for individual adaptation however these are rarely exploited by the end users. This paper discusses the teaching of skills for adapting and extending existing CA(A)D systems in current architectural education. In addition to the teaching of programming and operational skills, the course also examines the critical examination of CA(A)D systems and the formulation of user requirements (analysis), the search for existing solutions, functions or extensions (research) and the technical adaptation or extension of the system (software development). Using examples from current coursework, the paper illustrates both process and results of teaching practice.
keywords Digital Design Education, 2D Representation, Design Process, 3D Modeling, Education in CAAD
series eCAADe
email
last changed 2022/06/07 08:00

_id 2005_589
id 2005_589
authors Reffat, Rabee M. and Gero, John S.
year 2005
title A Virtual Mining Environment for Providing Dynamic Decision Support for Building Maintenance
doi https://doi.org/10.52842/conf.ecaade.2005.589
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 589-596
summary A virtual mining environment aims to provide dynamic decision support to improve building life-cycle modelling and management. This paper presents the system architecture of a virtual mining environment, its interfaces and a user scenario. This virtual mining environment integrates data mining with agent-based technology, database management systems, object-based CAD systems, and 3D virtual environments. A system prototype has been developed and implemented to support the automated feed back for building life cycle modelling, planning and decision-making.
keywords Data Mining; Virtual Environment; Dynamic Decision Support; Building Maintenance
series eCAADe
email
last changed 2022/06/07 08:00

_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 sigradi2005_529
id sigradi2005_529
authors Bourdakis, Vassilis; Anna Chronaki
year 2005
title A Social and gendered analysis of the utilization of a VR planning tool for public participation
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 529-534
summary The paper is a follow-up to earlier work investigating the research hypothesis that Virtual Reality (VR) is nowadays a maturetechnology, suitable for communicating planning ideas. A work in progress involving the redesign of two squares within the urbanfabric of a deprived Athenian neighbourhood is presented. A VR model of existing and proposed layouts was constructed, focusingon accuracy of visualisation, ease of navigation, online spatialized commenting mechanism and ease of access. User groups weresupported with appropriate training—researchers had the opportunity to observe the reactions of people and deliver questionnairesthat help identify problem areas related to technophobia, disbelief, past knowledge, communication skills, understanding of thevisualisation system used, usability of the navigation system as well as the commenting mechanism. Gender and social exclusionare key issues in this particular multicultural neighbourhood. Collecting demographic data on all participants (age, sex, educationlevel, employment, marital status, etc.) during the commenting process enables a series of analyses testing the ways the system isused.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2005_1_34_180
id cf2005_1_34_180
authors CALDERON Carlos, WORLEY Nicholas and NYMAN Karl
year 2005
title Architectural Cinematographer: An Initial Approach to Experiential Design in Virtual Worlds
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. 135-144
summary This paper presents a paradigm for the generation of camera placements for architectural virtual environments as a method of enhancing the user's experience and as a way of facilitating the understanding of architectural designs. This paper reports on an initial prototype of a real-time cinematic control camera engine which enables the creation of architectural walkthroughs with a narrative structure. Currently, there is neither software nor a structured approach which facilitates this in architectural visualisations. The paper discusses the potential of our approach; analyses the technical and application domain challenges; examines its current limitations using well known architectural design concepts such as rhythm.
keywords virtual environments, navigation, camera engine, cinematography, experiential design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia05_094
id acadia05_094
authors Clayton, Mark J.
year 2005
title How I Stopped Worrying and Learned to Love AutoCAD
doi https://doi.org/10.52842/conf.acadia.2005.094
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. 94-103
summary The history of computing is expressed through AutoCAD as an accretion of ideas and inventions, each of which was a breakthrough in its time. Learning to use AutoCAD, or any CAD system, is augmented by an understanding of the historical context of its development. In contrast to a “deconstructivist” criticism of AutoCAD that avoids all historical context, this paper discusses the user interface of AutoCAD placed in its historical context by combining facts of history with personal reminiscences. The paper answers mysteries about AutoCAD such as “Why a black screen?”, “Why LISP?”, “Why a command line?”, “Why layers, pens and line types?”, and “Why 2D?” An understanding of context and history is a starting point for understanding, mastering, and improving software.
series ACADIA
email
last changed 2022/06/07 07:56

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