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 621

_id ascaad2006_paper29
id ascaad2006_paper29
authors Bennadji, A. and A. Bellakha
year 2006
title Evaluation of a Higher Education Self-learning Interface
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 paper is a follow-up to a previous paper published in ASCAAD 2004 (A. Bennadji et al 2005). The latter reported on CASD (Computer Aided Sustainable Design) a self-learning educational interface which assists the various building’s actors in their design with a particular attention to the aspect of energy saving. This paper focuses on the importance of software evaluation and how the testing is done to achieve a better human-machine interaction. The paper will go through the summative evaluation of CASD, presents the output of this evaluation and addresses the challenge facing software developers: how to make an interface accessible to all users and specifically students in higher education.
series ASCAAD
email
last changed 2007/04/08 19:47

_id caadria2006_601
id caadria2006_601
authors BINSU CHIANG, MAO-LIN CHIU
year 2006
title PRIVATE/UN-PRIVATE SPACE: Scenario-based Digital Design for Enhancing User Awareness
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 601-603
doi https://doi.org/10.52842/conf.caadria.2006.x.s8b
summary Context awareness is important for human senses of places as well as human computer interaction. The aim of this research paper is focusing on controlling the user's privacy in a smart space which is adaptive to different users for enhancing the user's awareness in his diary life. In Environmental Psychology, the definition of privacy is that an individual has the control of deciding what information of himself is released to others, and under how he interact with others. (Westin 1970) And privacy is categorized as the linguistic privacy and visual privacy. (Sundstorm 1986). Solutions for privacy control: Plan Layout, Vision Boundary, Access Control and Architecture Metaphor - the transmission of information is not ascertainable for every single user. Although information are shown in public, but information is implied by cues and symbols. Only a certain user or a group of users have access to the full context of information. The methodology is to form an analytic framework to study the relationship between information, user and activities by using the computational supports derived from KitchenSense, ConceptNet, Python, 3d Studio Max and Flash; and to record patterns built up by users' behaviour and actions. Furthermore, the scenario-based simulation can envision the real world conditions by adding interfaces for enhancing user awareness.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_138
id 2006_138
authors Chiu, Mao-Lin and Binsu Chiang
year 2006
title Communicating with Space and People - Smart Interface Design for Enhancing User Awareness and Interactions
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 138-145
doi https://doi.org/10.52842/conf.ecaade.2006.138
summary Smart space design has become an important research paradigm because of the emerging information and communication technology, smart materials, and sensory technology. A space equipped with human-computer interfaces, communicates not only with space but also with its occupants. In previous researches, the focus was on developing smart houses which made decisions for its occupants on controlling the condition of space. However, the human tends to make choices and the subtle psychological changes of occupants may derive exceptional decisions. Therefore, this paper is aimed to propose smart interfaces in house design, i.e., the “Individual Sense” concept is introduced by examining the assumptions and cases. This research probed into how the interface is characterized by individual actions. The “Individual Sense” is implemented on the basis of commonsense for reasoning potential interactions and demonstration and discussion are reported.
keywords Smart space; human computer interaction; interface design; house sense; commonsense
series eCAADe
email
last changed 2022/06/07 07:56

_id ddss2006-hb-137
id DDSS2006-HB-137
authors Chiung-Hui Chen and Mao-Lin Chiu
year 2006
title SCALE - A street case library for environmental design with agent interfaces
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. 137-150
summary Urban space provides a context for human interaction. Recently, urban planning has largely placed the user at the street as the centre of infrastructural design, with significant implications for the perceived attractiveness of user environments. However, visual observation is often difficult for verifying planning goals. The simulation of pedestrian behaviour is important for physical planning, but such research is scarce. In this study, we adopt an empirical approach for generating reactive path following. Further, we implement scenarios as computer scripts with agent-based interfaces to identify navigational patterns. Moreover, we built a hierarchy of individual behavioral models and define a behavior production system to control the agent. Key attributes of streets such as rest space, utilities, landmarks, and buildings have space tags as identifiers to associate streets with related activities.
keywords Agent interface, Behaviour, Simulator, Street design
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper16
id ascaad2006_paper16
authors Davey, Jon Daniel
year 2006
title Musing Heideggerian Cyberspace
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 Where we do we make our “being?” Since our existence [being-there = Dasein] is the original place of intelligibility, fundamental ontology must clarify the conditions of having any understanding which itself belongs to the entity called Dasein. Today Dasein in increasing becoming more and more digital, in fact all activity is digital or becoming digital in one mode or another, it’s ubiquitous! On the pragmatic side corporate architecture as well as its daily interaction and transaction are all digital. With the advent of games as well as webmasters using VRML or some equivalent of it posses the questions and concerns as who will design the digital domains, graphic artists, IT personnel, game developers and where will we make our being? As architects and designers where will our “digital gesamtkunstwerk” be? Making places for human inhabitation in a nonphysical space raises interesting questions concerning presence, authenticity, adaptability, orientation, and suspension of disbelief. What kind of activities can be supported by nonphysical spaces? What will it take to support them in a socially and psychologically appropriate manner? And WHO will design them? On the applied side this ontological view is demonstrated in an Interior Design Corporate Office Design Studio that has been taught for a decade wherein students are required to develop an ECommerce, a business deemed to succeed including the Corporate Office, facility program, space planning, corporate image, interiors, graphics, webpage, and logo. The semester project has one unique design stipulation: The one major design requirement is that the “feel” of the reception has the same “feel” as the website. A phenomenological sameness…all work is accomplished with a plethora of digital media. This design process is still in its infancy.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 5094
id 5094
authors d’Estrée Sterk, Tristan
year 2006
title Responsive Architecture: User-centered Interactions within the Hybridized Model of Control
source Proceedings of the GAME, SET, MATCH II, conference at the Technical University of Delft, Netherlands, 29 March - 1 April 2006, pp. 494-501
summary In the September 1969 issue of Architectural Design, Andrew Rabeneck wrote about the use of cybernetic devices within an automated architecture. He hypothesized that the concept of ‘flexibility’ was introduced to architecture because existing building technologies were inherently inflexible. He argued that architects should use cybernetic technologies to produce completely new types of increasingly flexible, user-centred, buildings.

Three years later, Yona Friedman wrote about the changing relationship between clients and architects. He said that a new design methodology was needed because architects could not assess the future spatial needs of building users accurately enough. Proposing a new model, he split architectural design in two complementary halves, hardware design and software design, reasoning that this would give users the opportunity to adapt built spaces to suit their needs.

Both of these ideas describe approaches to the production of an architecture that can change shape and configuration in response to changing patterns of use. Rabeneck’s approach illustrates the benefit of predictive technologies and automation, while Friedman’s model illustrates the benefit of user intervention and direct manipulation. This paper discusses developments in the field of responsive architecture in relation to two opposing user-centred interaction methodologies. It proposes methods for controlling responsive buildings and suggests that human computer interaction methodologies need to be re-thought and extended when applied within intelligent, responsive, architectures.

keywords Responsive architecture, User-centred design, HCI, Intelligent buildings
series other
type normal paper
email
more admin
last changed 2017/04/10 13:08

_id caadria2009_046
id caadria2009_046
authors Haeusler, Matthias Hank
year 2009
title Modulations of Voxel Surfaces Through Emotional Expressions to Generate A Feedback Loop Between Private Mood and Public Image
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 173-182
doi https://doi.org/10.52842/conf.caadria.2009.173
summary My proposal is an investigation into the perceptual boundaries between human and architectural expression. It asks how architecture can creatively adopt human expression by using the emotions ‘displayed’ on the ‘surface face’ as a generator for displaying a surface on a voxel façade to achieve a cross-connecting perceptual change with modulations through emotion (Massumi, 2006). Through voxel facades the public with their expressed emotions will be included in the decision process of defining space, by expressing our innermost feelings through an architectural medium. Thus emotions of the individual have a platform and can be conveyed indirectly to the public, and in turn open up discussions about the state of the community through the state of the façade. An alliance of media and place in an urban context can be achieved and created, with the participation of its inhabitants, along with a new perception of how media and architecture can together shape and inform spatial relations for a feedback loop between private mood and public image.
keywords Voxel façade; simulation; human-environment interaction; dynamic space
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2006_425
id caadria2006_425
authors HONG-SHENG CHEN, YU-SHU CHEN
year 2006
title GENERATING VIRTUAL LANDSCAPES BY DETECTING HUMAN-ENVIRONMENT INTERACTION: For Assisting Disabled Passengers at Airports
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 425-431
doi https://doi.org/10.52842/conf.caadria.2006.x.b3k
summary The goal of this research is to explore a potential application of human-environment interaction at international airports. It is a system for generating delightful interior virtual landscape from the sensors, which are sensitive to the passengers’ various movements. For the disabled passengers, this research analyses how to assist them for visual relaxing and entertainment.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_363
id caadria2006_363
authors HSIAO-CHEN YOU, SHANG-CHIA CHIOU, YI-SHIN DENG
year 2006
title DESIGN BY ACTIONS: An Affordance-based Modeling System in Spatial Design
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 363-369
doi https://doi.org/10.52842/conf.caadria.2006.x.p3k
summary From the viewpoint of interaction design, Gibson's affordance concept is interpreted as an emergent action possibility of the physical human-environment-system, which consists of three key components: the user, the environment, and the possible actions. It could help user to perform the suitable action within an artificial environment. This study aims to develop a formal description of affordance in spatial design. Using the formal description as groundwork, an affordance-based modeling system is then proposed to facilitate its further implementation in design and elucidate the new role of users and designers in spatial design. A simplified sink area design is used as an example to illustrate how this affordance-based modeling system works. For users of different conditions, different spatial arrangements in design will affect the performance and users’ behavior as well. This study demonstrates how design by action can be achieved, and then simulates the action sequence of different design solutions to evaluate the system performance.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2024_59
id caadria2024_59
authors Lai, Ih-Cheng
year 2024
title EMO-Space: A Computational Model for Interaction between Emotions and Space
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 401–410
doi https://doi.org/10.52842/conf.caadria.2024.3.401
summary Architectural space can trigger emotion (Zumthor, 2006). Psychologists Mehrabian and Russell (1974) proposed PAD model, presenting eight emotions as a means for psychologists to self-assess the emotional conditions of human experience and to provide people with a way to conceptualize the impact of cognitive structure. The Brain-Computer Interface (BCI) combines with computer operations to decode and calculate different brain waves generated by human emotions, supporting the convenience and wisdom of human life. The integration of the PDA model and BCI technology will offer an understanding of the interactive relationships between space and emotion. The purpose of this research is to construct a computational model called EMO-Space, which can autonomously support space interaction through the understanding of human emotions. Based on the PAD model, the integration of BCI, the mechanism of emotional transformation, and the control of message transmission are explored. Subsequently, the computational model is proposed and simulated. EMO-Space will provide the basis for the intelligence of emotional space in the future, such as in elderly care and spatial healing.
keywords emotional space, emotion, interaction, BCI, computational model
series CAADRIA
email
last changed 2024/11/17 22:05

_id ijac20064102
id ijac20064102
authors Lee, Jackie Chia-Hsun; Hu, Yuchang; Selker, Ted
year 2006
title iSphere:A free-hand 3D modeling interface
source International Journal of Architectural Computing vol. 4 - no. 1, 19-31
summary Making 3D models should be an easy and intuitive task like free-hand sketching. This paper presents iSphere, a 24 degree of freedom 3D input device. iSphere is a dodecahedron embedded with 12 capacitive sensors for pulling-out and pressing-in manipulation on 12 control points of 3D geometries. It exhibits a conceptual 3D modeling approach for saving mental loads of low-level commands. Using analog inputs of 3D manipulation, designers are able to have high-level modeling concepts like pushing or pulling 3D surfaces. Our experiment shows that iSphere saved steps in the selection of control points in the review of menus and leading to a clearer focus on what to build instead of how to build it. Novices saved significant time learning 3D manipulation by using iSphere to making conceptual models. However, one tradeoff of the iSphere is its lack of fidelity in its analog input mechanism.
keywords 3D Input Device; Proximity Sensing; Parametric Modeling; Human-Computer Interaction
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00003
last changed 2007/03/04 07:08

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_392
id 2006_392
authors Papaconstantinou, Georgios
year 2006
title Screen Space: Navigation and Interactivity
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 392-398
doi https://doi.org/10.52842/conf.ecaade.2006.392
summary This paper considers the introduction of both human-computer inteface and interactive multimedia design in the architectural education and practice. The development of information and communication technologies offers to architects new tools of design as well as new areas of architectural practice. What is more decisive is the change of mentality in the way of conceiving space and of the design procedure itself. The question posed is if drawing conventions are changing and in what way? The paper attempts to establish analogies between the recent introduction into architectural thought of notions such as the human body movement, events and scenarios with the development of navigation and interaction principles and conventions in the computer world. The study of human-computer interface contributes in the understanding of the major role of the computer screen as a point of convergence of different representational forms and the emergence of new ones proper to the digital culture.
keywords Multimedia; interface design; interactivity; navigation
series eCAADe
type normal paper
email
last changed 2022/06/07 08:00

_id 2006_560
id 2006_560
authors Parraga-Botero, Carlos and Carlos Calderon
year 2006
title 3D Real-time design environments for interactive morphogenesis of architectural space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 560-564
doi https://doi.org/10.52842/conf.ecaade.2006.560
summary In this investigation we are concerned with rethinking and proposing the concept of space towards an enhanced interactive place where our spatial surroundings are no longer understood as fixed but as living organisms that adapt to our inter-actions inside of them. It is the aim of the research to show a space created by the interaction of the users with the building rather than the one generated by the personal interpretation of the designer. A place co-created by its inhabitant in real-time through a virtual prototype. Hereby, we are interested to investigate human-computer interactions inside of game engines as a morphogenetic process for potential architectural design and space conception. This research not only underlines theoretical concepts of architecture and folding as a spatio-structural diagrams that generate emergent processes in architecture design, but also proposes the creation and further development of a prototype based on these potentials that computer games and multimedia have brought to experiment and determine architectural environments. With the potentials of 3D Real-Time engines as design environments for the co-development of user driven spaces and folding as a design formation attitude we aim to determine space within the experience of a space prototype.
keywords Interactive architecture; 3D real-time design environments; Space Folding; User driven spaces; Virtual Collaborative Design
series eCAADe
email
last changed 2022/06/07 07:59

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_626
id 2006_626
authors Rizopoulos, Charalampos and Dimitrios Charitos
year 2006
title Intelligence Technologies as a Means of Enhancing Spatial Experience
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 626-634
doi https://doi.org/10.52842/conf.ecaade.2006.626
summary Following the evolution of human-computer interaction to date, intelligent user interfaces (IUIs) seem to be one of the most important paradigms for future research. “Intelligent” or quasi-intelligent behaviour may be applied to both virtual (intelligent virtual environments) and real space (Ambient Intelligence). This paper focuses on the augmentation of physical space as a characteristic of the latter case. More specifically, this paper briefly examines Ambient Intelligence and the concepts on which it is based, documents the importance of Ambient Intelligence (AmI) technologies for the formulation of the user’s spatial experience and attempts to outline some important theoretical approaches to human behaviour and communication that need to be considered during the design, implementation, and evaluation of Ambient Intelligence systems. Ultimately, this paper aims to outline the influence of said technologies on the users’ activity within the environment and their environmental experience in general.
keywords Ambient Intelligence; environmental design; activity theory; adaptation
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2006_371
id caadria2006_371
authors SO-YEON YOON
year 2006
title USABILITY IN CONTEXT: A Framework for Analyzing the Impact of Virtual Reality in Design Evaluation Context
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 371-377
doi https://doi.org/10.52842/conf.caadria.2006.x.k5k
summary Previous research has established virtual reality provides users with unique experience. However, litter is known how users interact with virtual reality enabled interfaces differently from other conventional interfaces and how user-system interaction with virtual reality contributes to usability. This paper proposes a theoretical frame work to better understand the usability and user experience of a virtual reality enabled interface from an integrated view of information science and human-computer interaction. Based on the framework, an experimental case study was conducted. The context was taken from an Internet based virtual reality system where viewers are asked to evaluate design of furniture. In this paper, an overview of the research method and analysis is presented.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2006-pb-325
id DDSS2006-PB-325
authors Sylvain Kubicki, Gilles Halin, and Jean Claude Bignon
year 2006
title Assistance to Coordination in the AEC Sector - A multi-view interface dedicated to building construction activity
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 325-339
summary In the Architecture Engineering and Construction (AEC) sector, cooperation between actors is essential for projects success. During the building construction activity, organization is both hierarchical and adhocratic. Decision assistance tools have to integrate these heterogeneous parameters. The proposition described here consists of the design of a coordination assistance tool providing synthetic indicators on the statement of the activity and also allowing the user to navigate in the cooperative context through multiple views. This proposition is based on a model architecture allowing us to manage cooperative context information and its visualization.
keywords Decision system, Coordination, Building construction, Multi-view interface, Product and process modelling, Human-computer interaction
series DDSS
last changed 2006/08/29 12:55

_id 38e9
id 38e9
authors Talbott K
year 2006
title The Constructed Image
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, March 2006, 529-536
summary Rendering engines produce ever higher degrees of photorealism, and the process of image-making becomes increasingly automated. Architects benefit from this, but they also pay a price. They exchange local control at the tip of a pencil for global control through a list of variables. They exchange the incremental build-up of line and tone for the fast calculation of summative snapshots. This paper argues that the loss of local and incremental image control necessarily leads to an erosion of visual literacy. Lacking this control, students do not practice the close scrutiny needed to develop a critical eye. To combat this, students should be taught to combine the local and the global, the incremental and the summative. A series of teaching exercises are presented that seek a better balance between automation and human influence. Rather than resisting the digital medium, the exercises explore methods of teaching visual scrutiny within the digital medium. Students learn to see the flaws in computer-generated images, and they correct the flaws with local and incremental changes. Armed with the principle of the constructed image, students regain some control of the image-making process and use it to expressive ends, but an adjusted pedagogy is not sufficient. As long as software engineers prefer to make tools that automate human effort rather than augment it, architects will lack vital image control. The concept of the constructed image is needed not only to teach visual literacy in the digital age, but to focus the fight for more appropriate tools.
keywords computer rendering, hand drawing, hybrid media, human-computer interaction
series other
type normal paper
email
last changed 2006/08/13 06:39

_id caadria2006_573
id caadria2006_573
authors WEN-YEN TANG, SHENG-KAI TANG
year 2006
title THE DEVELOPMENT OF A TACTILE MODELING INTERFACE
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 573-575
doi https://doi.org/10.52842/conf.caadria.2006.x.o8n
summary Recently, more and more researchers dedicated in the development of human computer interaction for CAD systems, such as gestural input of three dimensional coordinates (Lee, Hu, and Selker, 2005), flexible manipulation of NURBS objects (Cohen, Markosian, Zeleznik, Hughes, and Barzel, 1999; Emmerik, 1990), and the creation of force feedback (Wu, 2003). These research results indicated that the more intuitive control the device can provide in modeling process, the more creative solutions can be generated (Lee, Hu, and Selker, 2005; Schweikardt and Gross, 2000; Wu, 2003).
series CAADRIA
email
last changed 2022/06/07 07:49

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_35620 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002