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 955b
id 955b
authors Rafi, A
year 2005
title Information and communication technology (ICT) and intelligent cities: A Malaysian experience
source In Mao-Lin, C. (Ed.), CAAD talk 4: Insights of digital cities (pp. 229-248), Taipei, Taiwan: Archidata
summary This paper reports on Malaysian’s experience in suggesting and maintaining two cybercities (i.e. Putrajaya and Cyberjaya) or Intelligent Cities. The advantage of the convergence of technology has been implemented at national level as a means to increase human participation and to prosper in the Digital Age, in their daily life, business, education and other urban activities. It starts with an overview of ‘High-tech Corridors’ in Asia countries namely Philippines, Thailand, South Korea, and Singapore and its impact to these countries. The foundation of this study presents the criteria of Intelligent Community (IC) that makes a city intelligent without excluding the value of the citizen quality of life, culture and religion by associating with the Information and Communications Technology (ICT). We introduce and present www.i-Putra.com.my, a portal of digital soft city of Malaysia’s new administrative Capital, Putrajaya. This national project is funded by Putrajaya Holdings Sdn. Bhd. Malaysia and was originally developed by the Multimedia University before finally executed by I-Design Sdn. Bhd. It is designed to be an interactive channel to provide the services for different level of target audiences of the civic and urban activities. The guiding principle for i-Putra.com.my portal is content, context, community and commerce in which they will be integrated with the city information such as residential, commercial, service and public areas. It is hoped that this paper gives an example of good intelligent city concepts through a clear vision and planning, effective management, implementation and sustainable approach.
keywords intelligent city, intelligent community (IC), ICT, High-tech Corridors
series book
type normal paper
email
last changed 2007/09/13 03:39

_id 2005_391
id 2005_391
authors Suneson, Kaj, Wernemyr, Claes, Westerdahl, Börje and Allwood, Carl Martin
year 2005
title The Effect of Stereovision on the Experience of VR Models of the External Surroundings and the Interior of a Building
doi https://doi.org/10.52842/conf.ecaade.2005.391
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 391-398
summary Virtual reality offers considerable promise with regard to facilitating the building process. A good example is the facilitation of communication between architects and building companies, sellers and buyers or between community planners and the general public. It is often thought that in order to utilise the potential of VR in, for example, the above-mentioned contexts, it is necessary to use fully fledged versions of VR, including stereovision and the possibility of controlling the VR show. However, if a model can also be presented on less advanced equipment and still interpreted in a way that is useful to the viewer it will be possible to distribute the model simply and effectively. This would make it easier to create a more democratic urban planning process compared with if specialised equipment needed to be used and special shows needed to be arranged. In this study we compared the experience of two VR models (a large indoor exhibition hall and an outdoor street in Gothenburg, Sweden) when presented with and without stereovision. When the experience was measured using the Semantic Environmental Scale (the SMB scale, developed by Küller, 1975, 1991), questions on the experience of presence and six other questions on the experience of the models, the results only revealed one indication that stereovision made a difference. This indication was the result for the SMB factor Enclosedness. Suggestions are presented for future research in this area.
keywords Design Process; Virtual Environments; Human-Computer Interaction; 3D City Modelling; Environmental Simulation
series eCAADe
email
last changed 2022/06/07 07:56

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

_id caadria2005_b_5b_c
id caadria2005_b_5b_c
authors Andreas Voigt, Helena Linzer
year 2005
title Added Value: Implementation of User Requirements in City Simulators
doi https://doi.org/10.52842/conf.caadria.2005.337
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. 337-343
summary The following contribution discusses the possible consequences of the concept of City Simulators and Digital City Models, which can be obtained from a previously conducted user inquiry in an Urban Planning Department. At the core of the examination are the additional benefit (added value) and the increasing acceptance of digital planning techniques by its users which can be made possible by the implementation of user requirements in City Simulators. Various experiments for cooperative planning in the urban space are formulated.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
doi https://doi.org/10.52842/conf.ecaade.2005.547
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 547-556
summary The paper describes the current situation concerning career opportunities in the field of architecture in developed western countries. Several aspects that are almost universal mark this situation. Firstly, there are too many architects chasing traditional work in competition with structural (civil) engineers. This is not surprising in consideration of the fact, that the architectural education industry produces far too many new architects for the economy to absorb. In Germany, the number is almost three times too many. Secondly, the needs of the building industry have changed over the past twenty years so that the skills that architects want to offer are not necessarily those that are sought. Lastly, the constant specialisation of work has continued unabated. Architects, as generalists, have idly watched their areas of expertise be usurped from neighbouring fields like civil and structural engineering The reasons for this crisis are manifold. In the schools of architecture, the discussions often deal with form or formal arguments, which, in fact, have little or no relevance to the building industry. This position was tenable so long as the clients were willing to accept formal arguments in order to receive buildings of high quality or current social relevance (i.e. current architectural fashion). With the dual aspects of globalisation and a shift to maintaining building stocks rather than producing new buildings, the tolerance for “architectural” discussions has been reduced even further. Indeed, the monetary pressures overwhelm almost all other aspects, including so-called green issues. What is more, most of the monetary issues are time based. Time represents, perhaps, the largest pressure in any current planning project. The clients expect expedient, accurate and inexpensive solutions. If architects are not able to produce these, the clients will (and do) go elsewhere. The authors argue that there remain serious problems to be solved for architects and the metier in general. Ever cheaper, ever faster and ever encompassing information technologies offer the architectural community a chance to turn recent trends on their head. By using information technologies to their full potential, architects can reassert themselves as the coordinators of building information and processes. Simply put, this means less photorealistic rendering and more databases, which may be unappealing for those architects who have positioned themselves as “designers” and are able to talk long on form, but short on cost or logistics. Nonetheless, the situation is not lost, so long as architects are able to recognise what is desired from the point of view of the client and what is desired from the point of view of the architect. It is not a question of one or the other. Architects must be able to offer innovative design solutions that not only address the fiscal, legal and programmatic constraints, but also push the boundaries at to the position of architecture in the community at large. For educators, it must be made clear that the real potential architects possess is their encompassing knowledge of the building process including their expertise concerning questions of architectural form, function, history and art. Precisely while they are generalists are architects invaluable in a sea of specialists. The biggest hurdle to asserting this in the past has been the control of the vast amounts of information. This is no longer a problem and also no longer an excuse. In the education of architects, it must be made clear that their role dictates sovereignty over architectural information. Architectural Information Management is a necessary skill alongside the more traditional architectural skills. A brief outlook as to how this might come about is detailed in the paper. The authors propose didactic steps to achieve this. Primarily, the education of computer supported planning should not simply end with a series of lectures or seminars, but culminate in integrated Design Studios (which including Design-Build scenarios).
keywords Architectural Information Mangement, Computer Supported Design Studios, CSCW
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2005_a_2c_a
id caadria2005_a_2c_a
authors Ivan Redi, Andrea Redi
year 2005
title A.N.D.I. - A new Digital Instrument for networked creative collaboration in architecture and net.art
doi https://doi.org/10.52842/conf.caadria.2005.209
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. 209-215
summary A.N.D.I. (A New Digital Instrument), an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:50

_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_399
id 2005_399
authors Johansson, Mikael and Roupé, Mattias
year 2005
title From CAD to VR – Implementations for Urban Planning and Building Design
doi https://doi.org/10.52842/conf.ecaade.2005.399
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 399-405
summary At present time, three-dimensional objects are often represented with 2D-data in urban planning and building design. In order to get all the involved parties to fully understand a certain project, this may not be enough. More and more projects therefore take use of the Virtual Reality (VR) technique as a complement to traditional 2D drawings and sketches. All the involved parties can then share a common frame of reference for all discussions regarding a certain project. Unfortunately, the technique is not yet adapted to fit the current building design process. In this paper, we present a solution for semi-automatic generation of a VR-model based on 3D CAD information and aerial photos obtained from the City Planning Authorities in Sweden. The data is imported to support real-time editing of terrain, roads and buildings. We also present a framework for importing 3D-models created in Autodesk Revit which enables a seamless integration of modern 3D CAD and VR-models. The features are implemented in a software developed at Chalmers Visualization studio (Gothenburg, Sweden) and technical details about terrain handling and speed-up techniques will be given.
keywords Virtual Reality; 3D City modeling; Urban planning; Terrain; Visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id 2005_173
id 2005_173
authors Leeuwen, Jos van, Gassel, Frans van and Otter, Ad den
year 2005
title Collaborative Design in Education
doi https://doi.org/10.52842/conf.ecaade.2005.173
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 173-180
summary Collaboration in design can take place in a physical, social space, in a distributed or virtual environment, or in a combination of both. Design teams use a range of ICT means to support both synchronous and asynchronous communication. While these tools are designed to facilitate collaboration, the collaboration process still requires planning and organisation in a social context, which are activities that students and professionals need to learn. In current practice there is a need for designers and design managers who have the competences to collaborate in design and to organise distributed collaboration processes. At the department of Architecture, Building, and Planning at Eindhoven University of Technology, we have developed a course on Collaborative Design in the Master of Science curriculum. This course addresses both the organisational, social, and technical issues of collaboration in design. The paper introduces the objectives and educational methods used in this course. It describes the experiences of both teachers and students that were gained now that the course was taught in three subsequent years.
keywords Collaborative Design, Multi-disciplinary Design, Computer Support for Collaborative Working, Education, Design Management
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2006_443
id caadria2006_443
authors M.W. KNIGHT, A.G.P. BROWN, J.S. SMITH
year 2006
title DIGITAL TERRAIN MESHES FROM GPS IN URBAN AREAS: A Practical Aid to City Modelling
doi https://doi.org/10.52842/conf.caadria.2006.x.a6t
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 443-451
summary The work presented here brings together two core interests that have been developed by the first two authors over recent years. The first is the development of city models for use in a range of applications where different data sets and different levels of detail may be appropriate. The second is the development of low cost systems that can deliver useful tools to help address Computer Aided Architectural Design problems. In addition the involvement of a colleague in Electrical Engineering and Electronics reflects a long standing belief in the benefits of cross-disciplinary and interdisciplinary work between architecture and parallel research fields. The product of the collaboration is a system that can aid in the production of terrain models that, in our case, are particularly important as the base for a city model (Brown et.al, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2005_055
id 2005_055
authors Moloney, Jules
year 2005
title Game Engines and Virtual Design Studios
doi https://doi.org/10.52842/conf.ecaade.2005.055
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 55-62
summary A discussion of the outcomes from the use of a game engine based collaborative virtual environment for virtual design studios. By way of introduction the use of a game engine is positioned between the high end visualization capabilities of immersive VR, and the high dimensional accuracy of 3D CAD. Software development, which address problems related to content creation and communication lag, are reported. This is supplemented with a more general discussion of the motivations for design collaboration between architectural schools. We confer with other researchers that lack of engagement is more related to pedagogy, then as a result of technical issues. In conclusion we discuss the potential of game play to enhance virtual design studios in terms of engagement and deliberation
keywords Collaborative Virtual Environments, Game Engines, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:58

_id cf2005_1_68_34
id cf2005_1_68_34
authors PETZOLD Frank and BÜRGY, Christian
year 2005
title Hands Free: A Wearable Surveying System for Building Surveying
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. 351-360
summary Activities in the building industry in Europe concentrate increasingly on a combination of renovation and new-building. A prerequisite for comprehensive IT supported design and planning in the context of existing buildings is both the use of on-site computer- aided surveying techniques and the integration of all professional disciplines in an integrated information and communication system. The starting point is often the building survey on site. An examination of currently available IT tools and hardware shows insufficient support for planning within existing built contexts. Surveying equipment has been derived from other disciplines without being modified to cater for the specific needs of building surveying. This paper describes a concept for computer-aided digital building surveying equipment based upon a wearable computer and AR to close the gap between specialist equipment adapted for use in building surveying and the need for simple straightforward surveying equipment for architects and engineers.
keywords building surveying, wearable computing, HCI, industrial design, systems engineering
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_205
id 2005_205
authors Tseng, Lan-Ting, Lin, Feng-Tyan and Chen, Yi-Liang
year 2005
title Denotation of Concepts
doi https://doi.org/10.52842/conf.ecaade.2005.205
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 205-210
summary In the process of co-design, there is no urban planner able to keep away from interdisciplinary collaboration. In order to negotiate with variant professionals, planners or designers usually spend so much energy to integrate information for their needs. Therefore, formalizing conceptual network among domain experts may be helpful to mine tacit knowledge. Based on cognitive semantics and ontological engineering, the research tries to identify concepts. An analytical mechanism is proposed to make terms comprehensible. The term ‘community’ is taken as the target artefact to illustrate possible contexts. Its senses and relationships would be explored in relevant knowledge domains.
keywords Conceptual Network; Denotation; Encapsulation; Ontology
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia05_246
id acadia05_246
authors Wierzbicki-Neagu, Madalina
year 2005
title Unfolding Architecture – Study, Development and Application of New Kinetic Structure Topologies
doi https://doi.org/10.52842/conf.acadia.2005.246
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. 246-253
summary Advances in design tools and material engineering open new possibilities for architectural structures that may respond better to the demands of the increasing density of development, better space management and lesser environmental impact. Folding structures that provide adjustable on demand configurations can be effectively conceptualized if appropriate interdisciplinary expertise is brought together. Kinematic chain geometries borrowed from traditional mechanics can be developed into a variety of topologies suitable for architectural structures. Rectilinear deformable grids can provide the functionality of expanding and collapsing as well as the ability to be infinitely arrayed. Converging grids allow for circular arrays and fan like folding. The challenge is to translate a two-dimensional chain concept into a three-dimensional array of interleaved frames that form a stable structure and can bear the necessary loads. In order to complement the folding structure with the corresponding foldable shell, the algebra of rigid folds can be adapted to develop viable geometrical concepts. The demands of the design process needed to develop kinetic structures will expand the traditional architectural workflow to include parametric modeling tools that are common in mechanical engineering. Folding architectural structures require, besides traditional architectural layout development, parametric assembly capabilities and motion analysis typical for mechanical design. Potential application development, marketing, building code changes and effective multidisciplinary collaboration must take place for kinetic structures to enter the architectural mainstream.
series ACADIA
email
last changed 2022/06/07 07:57

_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 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_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 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_700
id sigradi2005_700
authors Espina, Jane J. B.
year 2005
title VISION OR RETROSPECTION INTO THE PAST: SCIENTIFIC VISUALIZATION IN THE RECOVERY OF PATRIMONIAL URBAN SPACES
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 700-706
summary This paper shows the use of digital means in the presentation and relation between the perception of those who have walked by in the past and circulate at present through the Baralt Square space, at specific historic periods, with the purpose of reconstructing the different urban scenarios, and foresee their future, through the use of scientific visualization. The digital reconstruction of the square, of colonial origin, is a complex process. This multifunctional space represented forms and types of societies, as the various actors participated with perceptions and perspectives which were apart from reality, imposing their vision and interests, defining themselves in the materialization of the space-site. This research originates the urban analysis and the interpretation of the public space with the help of input devices and real-time visualizers. Interaction, virtual surroundings and mixed reality technologies may contribute in designing tools for the recovery of patrimonial surroundings. [Full paper in Spanish]
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:51

_id 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

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