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 acadia06_510
id acadia06_510
authors Johnson, Jason
year 2006
title Complexity as a Creative Force in Design Variegation, Heterogeneity, Diversity
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 510-517
doi https://doi.org/10.52842/conf.acadia.2006.510
summary This paper describes an experimental project that attempts to use complexity as a creative and vital force within the design process. The project seeks to release architecture from its conventional role as a static urban backdrop and to transform it into a vital, dynamic, and active participant within cities. The project, entitled “Energy Farm”, was instigated by the 2005 International Open Design Competition for a “Performing Arts Island” located within the Han River in Seoul, Korea. Through the exploration of the site and program elements as an interacting matrix of fields, forces, and flows (energy, program, water flow, infrastructure, etc.), our proposal emerged as a variegated landscape marked by its capacities to produce its own energy, interweave heterogeneous threads of structure and program, and instigate a diverse set of scenarios in which physical and virtual realms coalesce. Architecture, in its unique capacity to bridge these realms, can release the rich computation potential of complexity into the physical realm. Within this scenario, architecture becomes a creative and vital agent for productive change with profound social, political, and ecological implications.
series ACADIA
email
last changed 2022/06/07 07:52

_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
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
doi https://doi.org/10.52842/conf.ecaade.2017.1.267
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 caadria2005_a_7c_a
id caadria2005_a_7c_a
authors Anandan Karunakaran
year 2005
title Organisation of Pedestrian Movements: an Agent-Based Approach
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. 305-313
doi https://doi.org/10.52842/conf.caadria.2005.305
summary Cities are becoming more complex in this digital era due to technological changes. Thinking of cities without such technological changes is equivalent to an embryonic state in the morphology of city growth, that is, the growth seems less advanced. So it is appropriate to think of the non digital city digitally. Urban design is one state which establishes the perfect relationship between the street, people and building. The relationship of the people with the building and street is becoming one of the key factors in architecture. It has been observed that the design of a city has been influenced by the pedestrian movement. Many cities prior to the industrial era were largely determined by the social interactions based on walking. Thus the pedestrians play a key role in the formation of the city. They are a very important component in any representation of transport movements. They generally terminate or initiate a chain of linked activities, and if observed carefully, a single pedestrian movement is meant to include various sub journeys from one location to another. In order to organize pedestrians, we need to understand the pedestrian movement system. Though there is a lot of development of urban models in this aspect, it is still in a nascent state in comparison with the digital advancement. Thus much research work is carried out which can be applied to any given environmental setting, and as a result urban designers can respond to the changing socio-cultural technologies.
series CAADRIA
last changed 2022/06/07 07:54

_id acadia05_104
id acadia05_104
authors Anders, Peter and Lonsing, Werner
year 2005
title AmbiViewer: A Tool for Creating Architectural Mixed Reality
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. 104-113
doi https://doi.org/10.52842/conf.acadia.2005.104
summary This paper presents a new mixed reality system for architecture, AmbiViewer. The system employs digital video, onboard modeler and global positioning to merge physical and simulated entities on the screen. The system can be used to model projects on-site, and in view of the project environs. The paper also discusses the use of AmbiViewer in creating cybrids, compositions of virtual and material reality. The paper concludes with a description of a small project undertaken with AmbiViewer and its implications for cybrid architecture.
series ACADIA
email
last changed 2022/06/07 07:54

_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 acadia05_170
id acadia05_170
authors Barker, Daniel and Dong, Andy
year 2005
title A Representation Language for a Prototype CAD Tool for Intelligent Rooms
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. 170-183
doi https://doi.org/10.52842/conf.acadia.2005.170
summary Intelligent rooms are a type of intelligent environment which enhance ordinary activities within the confines of a room by responding to human interaction using pervasive and ubiquitous computing. In the design of intelligent rooms, the specification of how the intelligent room enacts intelligent behavior through computational means is as integral as the geometric description. The self-aware and context-aware capabilities of intelligent rooms extend the requirements for computer-aided design tools beyond 3D modeling of objects. This article presents a Hardware as Agents Description Language for Intelligent Rooms (HADLIR) to model hardware in an intelligent room as “hardware agents” having sensor and/or effector modalities with rules and goals. End-users describe intelligent room hardware as agents based on the HADLIR representation and write agent rules and goals in Jess for each hardware component. This HADLIR agent description and the requisite software sensors/effectors constitute “hardware agents” which are instantiated into a multi-agent society software environment. The society is then bridged to either a virtual environment to prototype the intelligent room or to microelectronic controllers to implement a physical intelligent room. The integration illustrates how the HADLIR representation assists in the design, simulation and implementation of an intelligent room and provides a foundation technology for CAD tools for the creation of intelligent rooms.
series ACADIA
email
last changed 2022/06/07 07:54

_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 sigradi2005_720
id sigradi2005_720
authors Bermudez, Julio; Jim Agutter
year 2005
title Data Architecture Studio: Premises, Pedagogy, and Results
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 720-724
summary Information Visualization (InfoVis) is the field devoted to the study of methods for displaying data in information-rich domains. Although most of the InfoVis solutions have been developed by scientists and engineers, artists and designers have began to bring in their expertise to advance the state of the art. The role that architects may play in this development could be substantial. Yet, participating in this new design frontier means to master skills and knowledge not necessarily covered by traditional architectural education. This paper presents a four-year effort devoted to develop such InfoVis curricula in an architectural context. The course encodes knowledge harvested over almost 10 year of InfoVis research bridging 5 disciplines and delivering many successful academic, technological, and commercial products. In particular, the class investigates the use of architecture as (1) a fundamental data organizational device and (2) a research method of examination, response, and communication for InfoVis problems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2005_665
id 2005_665
authors Brito, Tiago, Fonseca, Manuel J. and Jorge, Joaquim A.
year 2005
title DecoSketch – Towards Calligraphic Approaches to Interior Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 665-670
doi https://doi.org/10.52842/conf.ecaade.2005.665
summary Computer-Aided Design tools have long played an important role in architecture design. However, we need to go beyond direct manipulation to devise new tools that will expedite the interior design and decoration. Indeed, conventional CAD systems, while providing ever increasing functionality, do not provide equal support to the drafting and drawing tasks. This makes even the simplest drawings a complicated endeavor. Draftspeople struggle with different concepts that those learnt from their earlier days in school and have to think long and hard to translate familiar sequences of operations to commands which require navigating a dense jungle of menus. The term calligraphic interfaces was coined by us to designate a large family of applications organized around the drawing paradigm, using a digital stylus and a tablet-and-screen combination as seen most recently in Tablet PCs®. Using these, users can enter drawings in a natural manner, largely evocative of drafting techniques that were perfected for pencil-and-paper media. This paper presents a simple calligraphic interface to explore interior design literally from the ground up. The Decosketch application is a modeling and visualization tool structured around 2 _D architectural plants. Its purpose is to help architects or customers easily creating and navigating through house designs starting from the floorplan and moving to their three-dimensional representation. Moreover, both 2D and 3D representations can be independently edited, providing a natural interface that tries to adhere to well-known representations and idioms used by architects when drafting using pencil and paper.
series eCAADe
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 sigradi2005_344
id sigradi2005_344
authors Bustos, Gabriela I. L.; Iván V. Burgos P., Javier Oliva
year 2005
title Multi-user virtual worlds: 3D interactive visualization in synthetic environments for design workshops
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 344-349
summary The goal of this research is to describe a methodology of architectural design by using digital technology with three-dimensional interactive simulation in multi-user virtual worlds. In addition, this study will focus on the application of this method in the workshops at the School of Architecture in the University of Zulia. With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet. In the same way, each visitor is able to interact and modify the virtual world using virtual menus while sharing ideas or modifications regarding the design of the project. This strategy allows modeling, visualizing, developing and evaluating the designed projects during the conceptual and parametric phase in the process of design. This application is a powerful tool to develop creativity and skills of spatial perception among the students. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20053306
id ijac20053306
authors Cabral Filho, Jose dos Santos
year 2005
title Digital Art A Field of Inquiry for Contemporary Architecture
source International Journal of Architectural Computing vol. 3 - no. 3, 355-372
summary This article investigates the interplay of digital technology, art and architecture and it presents a series of experimental workshops developed at LAGEAR (Graphic Laboratory for the Experience of Architecture, School of Architecture at UFMG, Brazil). The intention of these workshops is to include an artistic approach to the work in a computer lab dedicated to teaching and researching architecture. At first, a discussion on the relationship between art and architecture is presented, followed by an analysis of the enhancement of such relationship with the advent of digital technology. Then a series of works developed by artists and students in collaboration is described. The article concludes with a discussion on the role of digital art for architectural education. It is proposed that it may be one of the most adequate fields for students to freely investigate contemporary issues, such as interactivity and automation, which are now shaping our built environment.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00007
last changed 2007/03/04 07:08

_id 2005_647
id 2005_647
authors Caldas, Luisa G.
year 2005
title Three-Dimensional Shape Generation of Low-Energy Architectural Solutions using Pareto Genetic Algorithms
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 647-654
doi https://doi.org/10.52842/conf.ecaade.2005.647
summary This paper extends on a previous work on the application of a Generative Design System [GDS] to the evolution, in a computational environment, of three-dimensional architectural solutions that are energy-efficient and adapted to the climatic environment where they are located. The GDS combines a well-known building energy simulation software [DOE2.1E] with search procedures based on Genetic Algorithms and on Pareto optimization techniques, successfully allowing to tackle complex multi-objective problems. In the experiments described, architectural solutions based on a simplified layout were generated in response to two often-conflicting requirements: improving the use of daylighting in the space, while controlling the amount of energy loss through the building fabric. The choice of a cold climate like Chicago provided an adequate framework for studying the role of these opposing forces in architectural form generation. Analysis of results shows that building characteristics that originate successful solutions extend further than the building envelope. Issues of massing, aspect ratio, surface-to-volume ratio, orientation, and others, emerge from the analysis of solutions generated by the GDS, playing a significant role in dictating whether a given architectural form will prove adapted to its climatic and energy requirements. Results suggest that the questions raised by the exploration of form generation driven by environmental concerns are complex, deserving the pursuit of further experiments, in order to better understand the interaction of variables that the evolutionary process congregates.
keywords Generative Design System, Genetic Algorithms, Evolutionary Architecture, Artificial Intelligence in Design, Building Energy Simulation, Bioclimatic Architecture, Environmental Design.
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2005_b_3c_a
id caadria2005_b_3c_a
authors Christopher Lowry
year 2005
title Making Understanding: Research in the application of virtual environments in the teaching of architectural design and technology
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. 93-101
doi https://doi.org/10.52842/conf.caadria.2005.093
summary This paper describes how the application of interactive three dimensional computer modelling enables students of architecture to gain a comprehensive insight into how buildings are made. An intimate exploration of what can be, in the student’s perception, a lacklustre subject area is revitalized through the use of virtual building models and introduces the student to the potentials of this medium in communicating their own design work. In addition the published case studies are navigated as one would a web site which is a familiar and comfortable format for the student. Original working drawings and specification provided by architects are utilised in generating detailed three dimensional virtual models of the complete building along with larger scale detail studies of particular building components. The models are then animated or transferred to VRML format for publication within interactive case studies. The case studies may be accessed via the department server for use by staff during lectures and seminars or informally by the individual student.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2011_122
id ecaade2011_122
authors Chronis, Angelos; Jagannath, Prarthana; Siskou, Vasiliki Aikaterini; Jones, Jonathan
year 2011
title Sensing digital co-presence and digital identity: Visualizing the Bluetooth landscape of the City of Bath
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.87-92
doi https://doi.org/10.52842/conf.ecaade.2011.087
wos WOS:000335665500009
summary The impact of ubiquitous digital technologies on the analysis and synthesis of our urban environment is undoubtedly great. The urban topography is overlaid by an invisible, yet very tangible digital topography that is increasingly affecting our urban life. As W. J. Mitchell (Mitchell 2005) pointed out, the digital revolution has filled our world with “electronic instruments of displacement” that “embed the virtual in the physical, and weave it seamlessly into daily urban life”. The mobile phone, the most integrated mobile device is closely related to the notion of a digital identity, our personal identity on this digital space. The Bluetooth is the mainly used direct communication protocol between mobile phones today and in this scope, each device has its own unique ID, its “MAC address”. This paper investigates the potential use of recording and analysing Bluetooth enabled devices in the urban scale in understanding the interrelation between the physical and the digital topographies.
keywords Pervasive systems; digital presence; urban encounter; digital identity
series eCAADe
email
last changed 2022/05/01 23:21

_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 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 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
doi https://doi.org/10.52842/conf.ecaade.2005.037
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

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