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

PDF papers
References

Hits 1 to 20 of 623

_id ijac20064301
id ijac20064301
authors Bermudez, Julio; Agutter, Jim; Foresti, Stefano
year 2006
title Architectural Research in Information Visualization: 10 Years After
source International Journal of Architectural Computing vol. 4 - no. 3, 1-18
summary As our civilization dives deeper into the information age, making sense of ever more complex and larger amounts of data becomes critical. This article reports on interdisciplinary work in Information Visualization addressing this challenge and using architectural expertise as its main engine. The goal of this research is to significantly improve real time decision making in complex data spaces while devising a new architecture that responds to complex information environments. Although we have been reporting in aspects of this work for the past 7 years, this paper covers unpublished knowledge, design methods, operational strategies, and other details that bring together all the material published by our group thus far into a comprehensive and useful whole. We conclude by presenting our latest InfoVis design work in Network Security.
series journal
last changed 2007/03/04 07:08

_id 2006_656
id 2006_656
authors Breen, Jack and Martijn Stellingwerff
year 2006
title De-coding the Vernacular - Dynamic Representation Approaches to Case-based Compositional Study
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 656-663
doi https://doi.org/10.52842/conf.ecaade.2006.656
summary Representational approaches have always played an important role in the design-driven development of built environments, the analytical study of architectural compositions and their effects. With the introduction – and successive steady development – of computer-based platforms of visualization, the professional and intellectual palette of designers, as well as researchers, have expanded considerably. Nonetheless, in recent years the opportunities for systematic scrutiny and understanding of the expressive qualities of design proposals and artefacts have all too frequently been overshadowed by high-flying conceptual developments and seductive representation modes. It is time that the objective description and unravelling of architectural compositions – so to speak the discipline of Ekphrasis in design practice, education and research – is once again given more prominence in architectural discourse and debate. The central idea behind this contribution is that, by linking instruments of design with the methods of formal composition and decomposition, renewed opportunities for representation-driven study in a scholarly context, focusing upon elusive compositional attributes and their workings, may be given a new impulse. The project that is presented here concerns a case-based explorative study into the domains of aesthetic convention and invention, making use of a variety of virtual and physical representation techniques. These include digital as well as tangible modelling and sketching approaches (separately and in combination), in conjunction with computer-based image manipulation techniques, making use of systematic data identification and denotation. The opportunities, merits and shortcomings of the computer-based and physical visualization approaches, which were applied and tested, are discussed on the basis of results and findings from the ongoing AA Variations project.
keywords Design representation; Computer-based sketching; Virtual and physical modelling; Compositional variation; Contemporary aesthetics
series eCAADe
email
last changed 2022/06/07 07:54

_id 8b29
id 8b29
authors Chaszar, A. (ed.), Burry, M., Eliassen, T., Garofalo, D., Glymph, J., Hesselgren, L., Jonkhans, N., Kienzl, N., Kloft, H., Maher, A., Mueller, V., Palmer, A., Reuss, S., Schuler, M., Schwitter, C., Sharples, C., Sharples, W., Shea, K., Stoller, P., Takemori, T., Woodger, N.
year 2006
title Blurring the Lines: Computer-Aided-Design and -Manufacturing in Architecture
source Wiley-Academy, London 224 pp. Architecture in Practice series
summary The first few years of the 21st century have seen a revolution in the ways that we think about designing and making buildings. In no other area is this more apparent than in the interface of computer-aided design (CAD) and computer-aided manufacture (CAM). The potential blurring or assimilation of these two systems holds the still elusive but golden promise of a direct, smooth transference of design data into large-scale production facilities in which components are directly cut, modelled and moulded. How far off are we from seeing the widespread adoption of this technology? What is the potential for CAD/CAM beyond tailor-made forms? In the future, what is the possibility of complex, large-scale forms being run out in mass-customised buildings?
keywords associative geometry, auralization, CNC, collaborative design, generative design, parametric design, simulation, visualization
series book
type normal paper
email
last changed 2006/06/12 23:35

_id ddss2006-hb-277
id DDSS2006-HB-277
authors Cristina Cerulli
year 2006
title Sieving Pebbles and Growing Profiles - Capitalising on knowledge embodied in design practice
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 277-291
summary This paper discusses tools and strategies to support the capturing and use of knowledge embodied in design practice. The tools described are part of a system conceived as a suite of modular tools, KMan, to be developed and adopted incrementally and independently, in the framework of a wider organizational knowledge management strategy. The concept of knowledge pebbles is introduced to describe collections of heterogeneous data formats to form a unit of potential knowledge In the final section of the paper an overview of all the tools part of the system is presented and some of the tools described and illustrated in more detail. In particular the Brief Management Tool, the Generic Search Tool and the Pebble Creation Tool are discussed.
keywords Knowledge management, Design knowledge, Recommender systems
series DDSS
last changed 2006/08/29 12:55

_id caadria2006_111
id caadria2006_111
authors DAVID HARRISON, MICHAEL DONN
year 2006
title USING WEB 2.0 TECHNOLOGIES TO PRESERVE DESIGN HISTORY AND IMPROVE COLLABORATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 111-117
doi https://doi.org/10.52842/conf.caadria.2006.x.a7m
summary This paper describes ongoing research into how emerging Internet concepts used in conjunction with existing Information Technologies (IT) can improve inter-project communication and understanding. The emphasis of the research is to use technology as an enabler to share personal thoughts and enhance the conversation that takes place within a development team. It stems from the observation that the emphasis of many new Architecture, Engineering and Construction (AEC) technologies is to minimise and diffuse project conversation with highly complex, machine interpretable building information models.Project teams are usually brought together for a relatively short but intense period of time. Following project completion these unique teams are dissolved just as quickly and often are never formed again. As a consequence it is difficult to justify the investment in time and resources required to implement complex IT-based collaboration solutions. A further barrier to adoption is the differential application of IT skills across the AEC industry. Therefore in order for a new technology to gain broad acceptance and be most beneficial it must be applicable to the broadest audience with the minimum investment required from all parties. The primary objective of this research is to preserve the rich design history of a project from conception to completion. Submitted information can be intelligently searched using the meta-data sourced from syndicated data feeds about team members, project timelines, work diaries and email communication. Once indexed users can tag documents and messages in order to provide a further, far richer layer of meta-data to assist in searching, identification of issues and semantic clarification. This strategy of defining AEC semantics through social interaction differs greatly from that of more complex, computer interpretable solutions such as Industry Foundation Classes. Rather than abstracting information to suit a generic yet highly intelligent building model, the emphasis is on preserving the participant’s own thoughts and conversation about decisions and issues in order to create a forum for intelligent conversation as the design evolves.
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
doi https://doi.org/10.52842/conf.acadia.2006.068
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id 2006_406
id 2006_406
authors Germen, Murat; Selcuk Artut; Elif Ayiter; Selim Balcisoy and Yacov Sharir
year 2006
title The Representation and Navigation of Complex Data
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 406-410
doi https://doi.org/10.52842/conf.ecaade.2006.406
summary In this paper we are attempting to address issues related to perception and consciousness deriving from the management of overwhelming data, utilizing artistic/design and sound production practices in virtual reality/environments. In the ordinary flow of day to day activities the self descriptive, self-reflexive, and recursive processes of data collection reveal themselves. These pairs are not encountered as binary oppositions in conflict, but in a continual management of data transformation. We converge with our own solutions—and the development of technological tools—and give birth to new scientific tools as well as intuitively artistically generated tools, literally and figuratively. A system prototype - ‘Vineta’ - has been developed at the IPP allowing navigation through scientific and technical data without typing and revising keyword-based queries. The chosen approach to visualizing documents and terms in navigational retrieval includes the representation of documents and terms as graphical objects, and dynamic positioning of these objects in a 3-dimensional virtual navigation space. Users can navigate through this virtual space examining individual documents and clusters of documents at various levels of detail.
keywords Data visualization representation, wearable computers, interaction, sound, overwhelming data management, immersion, search, graphs, drawing algorithms, collapsible modular spaces, scatterplot, sound spatialization, mixed augmented reality
series eCAADe
email
last changed 2022/06/07 07:51

_id acadia06_496
id acadia06_496
authors Jemtrud, Michael
year 2006
title Eucalyptus: User Controlled Lightpath Enabled Participatory Design Studio
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 496-509
doi https://doi.org/10.52842/conf.acadia.2006.496
summary A new notion of participation is at stake with advances in technologically mediated work environments. The digitally mediated e-design studio has been around since the mid-1990’s and has been employed in various forms in disciplines including architecture/engineering/construction (AEC), industrial design, and the automotive industry. Insufficient bandwidth and insufficiently powerful, crudely coordinated tools resulted in distributed task-based modes of collaboration that did not allow full participation by members of the distributed design team. At the very least, the present “second generation” network severely limits the applications, tools, and modes of communication that can be used in data and visualization intense design scenarios. The emergence of Service Oriented Architectures and User-Controlled LightPaths (“intelligent infrastructure”) herald the beginning of a new age where fully participatory multi-site design may become possible. The networks, visualization & communication tools, Service Oriented Architecture & Web Services, work protocols, and physical site designs of the Participatory Design Studio (PDS) being developed by the authors will constitute one of the first working examples of this future. This paper will briefly outline the “mise en scène” or staging of the technical configuration of the Eucalyptus project; observations and results from the creative activity of the PDS in the context of two case studies; and speculate on the implications for design activity, pedagogy, and a more robust mode of participation.
series ACADIA
email
last changed 2022/06/07 07:52

_id 2006_710
id 2006_710
authors Jemtrud, Michael; Philam Nguyen; James Hayes; Grant Oikawa and Ryan McLennan
year 2006
title A Theory of Artistry for 3D Data Fusion - The element of craft in digital reconstruction
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 710-713
doi https://doi.org/10.52842/conf.ecaade.2006.710
summary The following paper will articulate through an urban renewal proposal project for an area in Montréal, Canada that uses a “3D imaging and modeling protocol” and that accounts for the interaction between mediation and making in digitizing and constructing existing conditions digital artifacts. The protocol incorporates multi-sensor technologies with modeling and rendering techniques through a process of interpolation between a heterogeneous set of existing photographic, physical, and 2D documentation. The mode of operation implemented is a multi-layered and hybrid approach that recognizes the interplay between human scale and perception, visualization and abstraction of data and geometric accuracy, space and time.
keywords 3D modeling; digital reconstruction; craft; urban re-development
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac20064306
id ijac20064306
authors Klinger, Kevin R.; Vermillion, Joshua
year 2006
title Visualizing the Operative and Analytic: Representing the Digital Fabrication Feedback Loop and Managing the Digital Exchange
source International Journal of Architectural Computing vol. 4 - no. 3, 79-97
summary Digital architecture is process-based and reliant upon a conversation between digital visualization, analysis, and production. With the complexity of information generated in process-based digital practices, we need to effectively manage and exchange the information. Feedback loops are integral to this process/product, and thus require extensive management of complex versions of visual and data related information. Quite a lot of scholarly attention has been focused upon highlighting innovative projects using digital fabrication and serial customization. However, there is a scarcity of scholarly work about innovations in visualizing and representing the design data integral in this feedback loop. This paper will examine innovative representational devices such as the matrix, sectioning, layering, bracketing, nesting, and other new forms of organizing, visualizing, analyzing, and simulating complex data, intent upon communicating multiple levels of operations during the design and fabrication process. With a rigorous taxonomy of operative and analytic devices for process-based digital design development, we can begin to outline a trajectory for future evolutions in practice. This writing is an attempt to make a few steps in this direction, and demonstrate some of these new representational ideas in practice.
series journal
last changed 2007/03/04 07:08

_id sigradi2006_p055a
id sigradi2006_p055a
authors Mônaco dos Santos, Denise; Tramontano, Marcelo and Salerno junior, Edson
year 2006
title Interfaces ou lugares de diálogo comunitário [Interfaces or places for communitarian dialogue]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 75-79
summary This paper intends to present the methodological incursions of a research in progress, which targets to map and systematize graphic computational interfaces developed and implemented through projects that have as main objective the creation of networks and interaction virtual environment for place-based communities. Activities and data systematization as well as bibliographic revision overlap consistent methodological parameters. It also intends to present some of the preliminaries studies of the research, through comparative readings among examples collected and gathered in a data base. This work is part of Nomads,usp, Center for Interactive Studies of the University of Sao Paulo, Brazil, that studies and produces criteria to rethink nowadays spaces design, considering its recent history, the transformations occurred in families groups, and their behavior tendencies.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2006_276
id 2006_276
authors Rafi, Ahmad
year 2006
title ILUDS - An Interactive Land Use Database System for Intelligent Cities
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 276-279
doi https://doi.org/10.52842/conf.ecaade.2006.276
summary This paper presents the i-putra business channel, a portal that has been completed with a comprehensive database of information relating to commercial and residential properties, and other on-going development components of Putrajaya, one of Malaysia’s intelligent cities. Designers were provided with multimedia-rich information of spaces before making a selection through the Interactive Land Use Database System (ILUDS) which hosted more than 67,000 units of residential and commercial areas in Putrajaya. The database was developed based on category searching features that aimed to be the one-stop brief explanatory system on the Internet. ILUDS depicts an innovative idea for city and urban development to prepare information and virtual interactivities for a better usage in a ‘soft city’ design. The system has the underlying structure that allows for partitioning and ease of handling within which the data can be structured under a graphical interface that facilitates editing, manipulation, attribution and updating. This attribute of city information and associate data offers users a different level of interactivity and provides effective use on architectural and city information.
keywords ILUDS; intelligent community; intelligent cities; database
series eCAADe
email
last changed 2022/06/07 07:59

_id ascaad2006_paper11
id ascaad2006_paper11
authors Stanton, Michael
year 2006
title Redemptive Technologies II: the sequel (A Decade Later)
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Nearly ten years ago I published an article in the Dutch journal ARCHIS called "Redemptive Technologies." It derived from comments I made during a conference held in New Orleans in 1994. At that point the machine aesthetic associated with the "new technologies" generated by the computer had not established a precise formal vocabulary but were generating great excitement among the architectural avant-garde. It addressed the limits of the imagery and data produced by this machine and the simple but very political problem of cost and obsolescence. Now the millennium is well past and the somewhat apostolic fervor that accompanied the interaction of a very expensive consumer device with architecture has cooled. Discussion has generally moved from the titillating possibilities opened up by the device, many of which have so far not come to pass, to the sorts of hard and software available. An architectural language closely associated with the imagistic potential of new programs, biomorphism, has now come and gone on the runways of architectural taste. And yet, in recent articles rejecting the direct political effect of architectural work, the potential of new programs and virtual environments are proposed as alternative directions that our perpetually troubled profession may pursue. This paper will assess the last decade regarding the critical climate that surrounds cyber/technology. In the economic context of architectural education in which computers are still a central issue, the political issues that evolve will form a backdrop to any discussion. Furthermore, the problem of the "new" language of biomorphism will be reiterated as an architectural grammar with a 100-year history - from Catalan Modernismo and Art Nouveau, through Hermann Finsterlin and Eric Mendelsohn's projects of the 1920s, to Giovanni Michelucci and Italian work of the post-war, to Frederick Kiesler's Endless House of the late '50s, continuing through moments of Deconstructivism and Architectural Association salients, etc. These forms continue to be semantically simplistic and hard to make. Really the difference is the neo-avant-garde imagery and rhetoric involved in their continuing resurrection. Computer images, but also the ubiquitous machine itself, are omnipresent and often their value is assumed without question or proposed as a remedy for issues they cannot possibly address. This paper will underline the problem of the computer, of screens and the insistent imagistic formulas encourage by their use, and the ennui that is beginning to pervade the discipline after initial uncritical enthusiasm for this very powerful and expensive medium. But it will also propose other very valuable directions, those relating to reassessing the processes rather than the images that architecture engages, that this now aging "new" technology can much more resolutely and successfully address.
series ASCAAD
email
last changed 2007/04/08 19:47

_id caadria2006_471
id caadria2006_471
authors Y. TAKASE, K. YANO, T. NAKAYA, Y. ISODA, T. KAWASUMI, N. KAWAHARA, S. TANAKA, M. INOUE, A. TSUKAMOTO, T. KIRIMURA, K. MATSUOKA, N. SHO, A. SONE, T. HATANAKA, K. SHIMIYA, M. SHIROKI, T. MASUMI, D. KAWAHARA
year 2006
title VR AND WEB3D-GIS APPLICATIONS USING 3D CITY MODELS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 471-477
doi https://doi.org/10.52842/conf.caadria.2006.x.j5g
summary For the recent years the authors have developed techniques for automatic generation of 3D city models using LIDAR data, 2D digital map and aerial photograph, as well as a virtual reality (VR) viewer software with high-speed graphic engine which can deal with a large area of 3D city models on VR. The authors also have developed Web3D-GIS system which can provide transmission and reception of a great amount of urban information with interactive manipulation of detailed 3D city models linked with geographic information systems (GIS), on ordinary internet infrastructure such as DSL. Using those techniques and systems the authors have been conducting a research project called “Kyoto Virtual Time-Space” which aims at reconstruction and visualization of Kyoto at different eras on VR and on the internet, starting from the present and finally up to Heian era.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2006_paper8
id ascaad2006_paper8
authors Abdullah, Sajid; Ramesh Marasini and Munir Ahmad
year 2006
title An Analysis of the Applications of Rapid Prototyping in Architecture
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Rapid prototyping (RP) techniques are widely used within the design/manufacturing industry and are well established in manufacturing industry. These digital techniques offer quick and accurate prototypes with relatively low cost when we require exact likeness to a particular scale and detail. 3D modeling of buildings on CAD-systems in the AEC sector is now becoming more popular and becoming widely used practice as the higher efficiency of working with computers is being recognized. However the building of scaled physical representations is still performed manually, which generally requires a high amount of time. Complex post-modernist building forms are more faithfully and easily represented in a solid visualization form, than they could be using traditional model making methods. Using RP within the engineering community has given the users the possibility to communicate and visualize designs with greater ease with the clients and capture any error within the CAD design at an early stage of the project or product lifecycle. In this paper, the application of RP in architecture is reviewed and the possibilities of modeling architectural models are explored. A methodology of developing rapid prototypes with 3D CAD models using methods of solid freeform manufacturing in particular Fused Deposition Modeling (FDM) is presented and compared against traditional model making methods. An economical analysis is presented and discussed using a case study and the potential of applying RP techniques to architectural models is discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2023_367
id sigradi2023_367
authors Andia, Alfredo
year 2023
title Programmable Bio-Matter Architecture
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1797–1808
summary Building with biology will be the most important platform to transform our planet in the next decades. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. This field is allowing us to manipulate the genetic code, biology, food, and vaccines and ultimately aiming to reshape the very essence of existence. In this paper, we assess the development of SynBio and its impacts on architectural thinking, materials, and particularly in Architectural fiction. In this paper, we argue that there are at least three waves of impacts of SynBio technology in construction: Biomaterials, Engineered Living Materials (ELM), and Bio-Matter or biobots. We explore architectural thinking's domain, involving architects and engineers in research and startups. We embrace the architectural envisioning role and present our design work utilizing observed biological growth algorithms. Synthetic Biology urges questioning not only biomaterials but also the field's overarching vision.
keywords Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology, Architecture
series SIGraDi
email
last changed 2024/03/08 14:09

_id 2006_818
id 2006_818
authors Angulo, Antonieta
year 2006
title Communication in the Implementation of a Metacognitive Strategy for Learning to Design
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 818-825
doi https://doi.org/10.52842/conf.ecaade.2006.818
summary This paper describes an instructional communication strategy that makes use of time-based media techniques (story boarding and animation) in order to empower design studios with means to promote their students’ awareness on the acquisition of metacognitive knowledge and skills. This paper highlights the importance of including the communication of the design processes in the evaluation of learning outcomes. Moreover, the paper proposes that the students should be made constantly aware of their design processes and how effective are the methods they use. It is in this state of awareness that metacognitive knowledge is acquired: knowing how to learn to design. We can cultivate, exploit and enhance the capabilities of design learners, making them more confident and independent as learners as they understand what they need to know and what kind of strategies might work for different design problems and learning opportunities. In the development of an instructional strategy to accomplish this learning goal, the paper proposes it may be possible and potentially beneficial to transfer current metacognitive support strategies from a course on computer visualization techniques to the design studios. The paper elaborates on how these communication strategies could be transferred and implemented in a design studio setting. The results of a recent controlled experiment and considerations about the cognitive style of design students will be used in the preparation of recommendations for future full scale implementations in early design studios.
keywords Design learning; metacognitive learning strategy; time-based media
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2006_e165b
id sigradi2006_e165b
authors Angulo, Antonieta
year 2006
title Optimization in the Balance between the Production Effort of E-learning Tutorials and their related Learning Outcome
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 122-126
summary This paper provides evidence on the level of media richness that may be cost effective in the development of e-learning tutorials for teaching and learning computer visualization techniques. For such a purpose the author provides an analysis of low-cost / high-impact media rich products, the effort and cost required in their development and the measurement of related learning outcomes. Circa twenty years of R&D of multimedia and hypermedia applications for instruction have demonstrated the benefits of communicating relevant information to learners using engaging media. Based on this evidence, this paper assumes that due to the cognitive style of design students, the instructional packages for learning computer techniques for design visualization that are rich in media content, tend to be more effective. Available visualization technologies make the development of e-learning tutorials feasible and apparently the logical way to implement our instructional packages. However the question in the development of e-learning tutorials becomes a more strategic one when we are called to reach a level of optimization between producing a package with a basic standard, namely; text & still-graphic based tutorials, or a state-of-the-art package that is based on video demonstrations (more than enough?) that can accommodate the students’ learning requirements and also our production costs. The costs include the human resources (instructor, producers, assistants and others) and the material resources (hardware and software, copies, and others) involved in the creation of the e-learning tutorials. The key question is: What is good enough, and what is clearly superfluous? In order to confirm our hypothesis and propose a relevant balance between media richness and learning effectiveness, this paper describes an experiment in the use of two different levels of media richness as used to deliver instructions on the production of computer animations for design visualization. The students recruited for this experiment were fairly familiarized with the use of 3D modeling concepts and software, but had no previous knowledge of the techniques included in the tutorials; in specific; camera animation procedures. The students, separated in two groups, used one of the two methods; then they proceeded to apply their newly acquired skills in the production of an animation without using the help of any external means. The assessment of results was based on the quality of the final product and the students’ performance in the recall of the production procedures. Finally an interview with the students was conducted on their perception of what was accomplished from a metacognitive point of view. The results were processed in order to establish comparisons between the different levels of achievement and the students’ metacognitive assessment of learning. These results have helped us to create a clear set of recommendations for the production of e-learning tutorials and their conditions for implementation. The most beneficial characteristics of the two tested methods in relation to type of information, choice of media, method of information delivery, flexibility of production/editorial tools,! and overall cost of production, will be transferred into the development of a more refined product to be tested at larger scale.
keywords e-learning tutorials; media richness; learning effectiveness; cognitive style; computer visualization techniques
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This research focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2023_428
id sigradi2023_428
authors Armagno, Ángel
year 2023
title The spatial discourse of Power Architectures in Kurt Wimmer's film "Equilibrium".
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1421–1432
summary This article explores the correlation between the language of cinema and the architectural spatial discourse of power depicted in the film Equilibrium (Wimmer, 2002). This connection is examined through a discursive approach to communication studies. To analyze a specific sequence from the chosen film, a two-stage multimodal analysis was conducted. Initially, the visual analysis method proposed by Kress and Van Leeuwen (2006) designed for the representation of social actors, was employed. Subsequently, in the second stage, sociological and conceptual associations were drawn from the diverse semiotic resources identified in the first phase. The analyzed case revealed several intertextual relationships, among them; Hitler's figure recontextualized as an exemplifying archetype; the panopticon concept representing the spatial power dynamics; the presence of the German zeppelin symbolizing dominance and spreading propaganda through loudspeakers; the religious iconographic influence, its forms and symbols, contributing to a cultural identity inseparable from the history of the Western world.
keywords Cinema, Power Architectures, Critical discourse analysis, Multimodality, Intertextuality
series SIGraDi
email
last changed 2024/03/08 14:08

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 31HOMELOGIN (you are user _anon_198466 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002