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 791f
id 791f
authors Stellingwerff, M. C.
year 2005
title VIRTUAL CONTEXT - INVESTIGATING THE CHARACTERISTICS AND OPPORTUNITIES OF DIGITAL VISUALISATION MEDIA FOR SITUATED APPROACHES TO ARCHITECTURAL DESIGN IN AN URBAN ENVIRONMENT
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2005/03/02 22:40

_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_331
id 2005_331
authors Al-Douri, Firas A., Clayton, Mark J. and Abrams, Robin F.
year 2005
title The Impact of 3D Digital Modeling on the 3D Design Aspects in Urban Design Plans
doi https://doi.org/10.52842/conf.ecaade.2005.331
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 331-340
summary Some experts suggest that urban design plans in US cities may lack adequate coverage of the three-dimensional design aspects of the built environment. 3D digital models may help designers visualize and interact with design alternatives, large urban data sets, and 3D information more effectively, thus correcting this problem. Case studies of recent urban design plans that have used 3D digital models may indicate whether these technologies can increase the quality of the plan. This research discusses the role 3D urban models can play in supporting designers in addressing the 3D design aspects. A literature review focused on reviewing secondary sources to construct or adopt theoretical propositions against which the empirical data can be compared and contrasted. A case study involved investigating the methods with which 3D models have been used in developing a selected urban design plan. The content analysis of the case study refuted the premise that the plan would inadequately address 3D aspects and utilize 3D information, and indicated an effective usage of 3D modeling to analyze and represent most of the 3D and 2D information elements and issues. The results are consistent with a hypothesis that the effective usage of 3D modeling would result in the effective coverage of 3D information and issues. The effective usage of the model’s functionalities has improved the quality of the decision-making process through improving designers’ cognitive capabilities and providing a platform for communicating design ideas among and across design teams.
keywords 3D Modeling; Urban Design Plans; Digital Models; 3D Design Aspects
series eCAADe
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
doi https://doi.org/10.52842/conf.acadia.2005.012
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 12-23
summary This paper is based on a comparative analysis of some twenty-six intelligent building facades and sixteen large media-facades from a socio-psychological perspective. It is not difficult to observe how deployment of computational technologies have engendered new possibilities for architectural production to which surface-centeredness lies at that heart of spatial production during design, fabrication and envelope automation processes. While surfaces play a critical role in contemporary social production (information display, communication and interaction), it is important to understand how the relationships between augmented building surfaces and its subjects unfold. We target double-skin automated facades as a distinct field within building-services and automation industry, and discuss how the developments within this area are over-occupied with seamless climate control and energy efficiency themes, resulting into socially inert mechanical membranes. Our thesis is that at the core of the development of automated façade lies the industrial automation attitude that renders the eventual product socially less engaging and machinic. We illustrate examples of interactive media-façades to demonstrate how architects and interaction designers have used similar technology to turn building surfaces into socially engaging architectural elements. We seek opportunities to extend performative aspects of otherwise function driven double-skin façades for public expression, informal social engagement and context embodiment. Towards the end of the paper, we propose a conceptual model as a possible method to address the emergent issues. Through this paper we intend to bring forth emergent concerns to designing building membrane where technology and performance are addressed through a broader cultural position, establishing a continual dialogue between the surface, function and its larger human context.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2005_749
id sigradi2005_749
authors Bessone, Miriam; Susana Garramuño de Galuzzi
year 2005
title Design education, technology and visualization
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 749-754
summary University faculty -adult culture- work from the logic that goes through their speech, didactic model and strategies, providing special links with: the aim of knowledge, transmission mechanisms and technological medium. Students -young culture- receive and deal with knowledge mechanisms from a new logic. In a multimedia framework they establish interpretations using technological medium from semantic decodification. Young graduates, assistants, studio leaders -intermediate culture- coming from traditional learning models with acquired abilities in digital media, are a “potential interface” between both cultures. The impact between fields and cultures implies limitations and risks that may encourage change. A discourse about “new didactic configurations” from the point of view of these three cultures makes possible the exploration of other ways of teaching. Therefore the articulation of teacher-student interrelations and media promotes the development of teaching-learning techniques. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_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
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
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
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 bc88
id bc88
authors Coates P, Derix C, Lau T, Parvin T and Puusepp R
year 2005
title Topological Approximations for Spatial Representations
source Proceedings of the Generative Arts conference, Milan, 2005
summary Marshall McLuhan once said in his book Understanding Media that ‘Environments are invisible. Their ground rules evade easy perception.’ Evasive perception leads to fuzzy representations as shown through Kevin Lynch’s mental maps and the Situationists’ psycho-geographies. Eventually, spatial representations have to be described through abstractions based on some embedded rules of environmental interaction. These rules and methods of abstraction serve to understand cognition of space. The Centre for Evolutionary Computing in Architecture (CECA) at the University of East London has focused for the last 5 years on methods of cognitive spatial descriptions, based largely on either behavioural patterns or topological machines. The former being agent based, the latter neural network based. This year’s selection of student work constitutes a combination of cognitive agents + perceptive networks, and comprises three theses.
keywords spatial cognition, neural networks, spatial perception, agent modelling
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 18:46

_id 6547
id 6547
authors Coates P, Derix C, Lau T, Parvin T and Puusepp R
year 2005
title Topological Approximations for Spatial Representations
source Proceedings of the Generative Arts conference, Milan, 2005
summary Marshall McLuhan once said in his book Understanding Media that ‘Environments are invisible. Their ground rules evade easy perception.’ Evasive perception leads to fuzzy representations as shown through Kevin Lynch’s mental maps and the Situationists’ psycho-geographies. Eventually, spatial representations have to be described through abstractions based on some embedded rules of environmental interaction. These rules and methods of abstraction serve to understand cognition of space. The Centre for Evolutionary Computing in Architecture (CECA) at the University of East London has focused for the last 5 years on methods of cognitive spatial descriptions, based largely on either behavioural patterns or topological machines. The former being agent based, the latter neural network based. This year’s selection of student work constitutes a combination of cognitive agents + perceptive networks, and comprises three theses.
keywords spatial cognition, neural networks, spatial perception, agent modelling
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:09

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

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
doi https://doi.org/10.52842/conf.ecaade.2005.383
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
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_385
id sigradi2005_385
authors Graf Seballos, Sebastián; María José Monras Charles
year 2005
title Dinamic architecture: the inclusion of digital media in architectural design process. A new reality?
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 385-389
summary Until some years ago the discussion about the role of technology inside architecture was centered almost exclusively in the constructive environment. However with the development of digital technology, an impact has been generated on operations, design methods and working methodology, besides offering new possibilities to the architectural imagination. The technology of information has not only incorporated a series of new instruments but also an arsenal of methodological support resources to the designer, modifying the working model, it ways to perceive, anticipate and conceive an architectural project as it was traditionally made during centuries. Within this scenario, the changes hat would be taking place due to the inclusion of the digital media in the architectural enviroment, as much as in the “project language” as in the project process structure, integrating such concepts as movement, time and information, constitute the main reason of this investigation. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:52

_id 2d39
id 2d39
authors Heylighen A, Heylighen F, Bollen J, Casaer M
year 2005
title A DISTRIBUTED MODEL FOR TACIT DESIGN KNOWLEDGE EXCHANGE
source SID 2005, Proceedings of the 4th Social Intelligence Design Workshop, Stanford University, March 2005 (CD Rom)
summary The distributed cognition approach, and by extension the domain of social intelligence design, attempts to integrate three until recently separate realms: mind, society, and matter. The field offers a heterogeneous collection of ideas, observations, and case studies, yet lacks a coherent theoretical framework for building models of concrete systems and processes. Despite the intrinsic complexity of integrating individual, social and technologically-supported intelligence, the paper proposes a relatively simple ‘connectionist’ framework for conceptualizing a distributed cognitive system. This framework represents shared information sources (documents) as nodes connected by links of variable strength, which increases interactively with the number of co-occurrences of documents in the patterns of their usage. This connectionist learning procedure captures and uses the implicit knowledge of its community of users to help them find relevant information, thus supporting an unconscious form of exchange. The principles are illustrated by an envisaged application to a concrete problem domain: the dynamic sharing of design knowledge among a multitude of architects through a database of associatively connected building projects.
keywords connectionism, distributed cognition, tacit knowledge, architectural design
series other
type normal paper
email
last changed 2005/04/01 13:24

_id cf2005_2_22_193
id cf2005_2_22_193
authors HSIEH Chun-Yu
year 2005
title A Preliminary Model of Creativity in Digital Development of Architecture
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. 63-74
summary Research into the various forms and processes of creativity has been a topic of great interest in the design field for many years. Part of the view is personality, and part of the answer is behavioural. Creativity is also explained through the identity of social values and the whole creative process. This paper proposes to use the interacting creativity model of Csikszentmihalyi as the basic structure, to establish the major criteria of testing creativity in the digital era. This paper demonstrates two facts: first, it confirms that creativity in architecture is truly valuable in the digital age; second, it proves that in the digital era, individuals, cultures and societies are all under the impact of digital technologies, a fact which transforms the model of interacting creativity proposed by Csikszentmihalyi in 1988 into a new model of digital interacting creativity.
keywords creativity, digital media, society, culture
series CAAD Futures
email
last changed 2005/05/05 07:06

_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 sigradi2005_362
id sigradi2005_362
authors Jemtrud, Michael; Konstantin Privalov
year 2005
title “User Controlled LightPath” Enabled Participatory Design Studio: first steps
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 362-368
summary The technical scheme and creative scenario of a new media-based “User Controlled Lightpath Provisioning” (UCLP) enabled “Participatory Design Studio” will be elaborated. This practical collaborative work environment model represents a technologically robust and sophisticated means of communication and sharing of resources that stands to radically transform design processes. UCLP technology is a fibre based software solution designed to enable end-users to create their own discipline or application-specific IP network whose topology and architecture is optimized for their particular applications needs and requirements. A distinction between “task-based collaboration” found in conventional “Virtual Design Studios” and the heterogeneous nature of the “participatory” work environment will be made. UCLP technology provides a secure, large bandwidth, low latency network that can accommodate up to 10Gbps. This capability creates an environment which is not dependent upon traditional low bandwidth requirements for communication, visualization, and production therefore allowing a greater range of desired tools for creative activity.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 2005_147
id 2005_147
authors Lai, Ih-Cheng
year 2005
title Infilling Time into Space - A Pedagogical Approach for Evolving Space Using Digital Media
doi https://doi.org/10.52842/conf.ecaade.2005.147
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 147-154
summary This paper presents a pedagogical approach to explore the relationships between time and space by using digital media. Based on a pedagogical model called e-Space proposed by Lai (2004), we apply motion as a spatial issue to approach this study. Through integrating with the characteristics of digital media, students are encouraged to evolve architectural space and form by decomposing, re-organizing, interpreting and realizing the spatial composition. Simultaneously, diverse digital media applications integrated with design thinking in a design process enables students to bridge two design spaces - physical and virtual. This process introduces the students to a new approach of design-creation and form finding. Finally, we use an advanced digital media course as an example to understand the impacts of the pedagogical approach. The students’ outcomes are also reported in this paper
keywords Digital Media, Pedagogy, Motion, Design Space, Design Learning
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac20053401
id ijac20053401
authors Lai, Ih-Cheng
year 2005
title Dynamic Idea Maps: A Framework for Linking Ideas with Cases during Brainstorming
source International Journal of Architectural Computing vol. 3 - no. 4, 429-447
summary This research makes use of a cognitive study to explore a mechanism for associating ideas during brainstorming. First, we propose a linking model that integrates three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Then, a design experiment and its protocol analysis are conducted in order to identify the types and mechanisms of linkages between ideas and cases, and to explore a computational mechanism for this linking model. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its mechanism is elucidated.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id cf2005_1_61_209
id cf2005_1_61_209
authors LEE Chia-Hsun, HU Yuchang and SELKER Ted
year 2005
title iSphere: A Proximity-based 3D Input Interface
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. 281-290
summary This paper presents a 24 degree of freedom input device for 3D modeling. iSphere uses the proximity information of pulling-out and pressing-in capacitive sensors to manipulate 12 control points of a 3D surface simultaneously . The iSphere dodecahedron is demonstrated manipulating an analog parametric model with high-level modeling concepts like push or pull the 3D surfaces. Our pilot experiment shows that iSphere saved many steps of selecting the control point and going through menus. Experts were used to those extra steps and still found themselves doing them but novices saved significant time for surface shaping tasks. 3D systems are benefited to execute high-level modeling commands, but lacking of fidelity is a great issue of analog input device.
keywords 3D input device, proximity sensing, parametric modeling, human-computer interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_377
id sigradi2005_377
authors Lopes de Carvalho, Gisele; Ney Dantas, Cleide Farias de Medeiros
year 2005
title Cognitive environments for design: a relational study among traditional and digital media in the conception of the architectural project
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 377-384
summary This research investigates the cognitive design processes used by architects in conceptualizing design ideas using traditional and digital media. Data were gathered from: an initial design process of two groups of individuals using both design media to complete two videotaped isomorphic tasks; questionnaires; analysis of the retrospective verbal protocols about these tasks. The results indicate that the traditional media still presents advantages against the digital media due to limitations on the state of the art of hardware and software and on the lack of understanding and well handling of the computer by the architects. Some advantages related to the use of traditional media were: it furnishes the architect with more comprehensive perception regarding the relationships between visual, spatial and organizational aspects of the design process, whilst stimulating the production of several alternative solutions, avoiding, therefore, premature crystallizations of design solutions, and a more comprehensive understanding of the design tasks. [Full paper in Portuguese]
series SIGRADI
email
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