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 525

_id caadria2007_543
id caadria2007_543
authors Fang, Lixin; Qi zhou
year 2007
title Digital Tectonics in the Shape Finding of Spatial Structures
doi https://doi.org/10.52842/conf.caadria.2007.x.c9f
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Spatial structures should be designed to acquire appropriate forms so that they can correctly function to the earthquake loading or the wind pressure as well as the dead loading through their load carrying capabilities. The paper probes deeply into the fundamental principle of digital simulation with structures’ mechanic/material tectonics in architecture design and explore its capability for shape-finding in various structure systems through full-size virtual model experiments.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_329
id caadria2007_329
authors Jacobs, Zhya
year 2007
title Capturing the Infinite: Bottom up CAD - CAM Technology for Regenerative Development
doi https://doi.org/10.52842/conf.caadria.2007.x.b0l
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In most design practices there is a division between the generation of information to describe buildings and the production of information to construct them. Today architects are in charge of the design of the building (aesthetics) while the contractor is accountable for the means of construction (tectonics). The advent of digital technologies within the field of architecture however has begun to cause and will continue to cause fundamental changes within the AEC industry. The Paper describes a possible scenario where a Bottom – Up, part to whole approach to architecture can be adopted using the freedom afforded by Parametric Design within the CAD-CAM environment. This approach is explored through the design of a smart block in concrete that is integrated into a wall system.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia07_120
id acadia07_120
authors Balakrishnan, Bimal; Muramoto, Katsuhiko; Kalisperis, Loukas N.
year 2007
title Spatial Presence: An Explication From an Architectural Point of View
doi https://doi.org/10.52842/conf.acadia.2007.120
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 120-129
summary This paper provides the theoretical foundation for understanding the concept of spatial presence. This is important for improving architectural visualization tools so as to capture the experiential aspects of space. The paper is organized into three sections. The first section explicates the concept of spatial presence by identifying various conceptualizations of spatial presence in the literature and performing a meaning analysis. It then proceeds to examine mechanisms underlying the formation of spatial presence. The paper concludes by offering initial guidelines for improving the nature of digital tools to enhance the feeling of spatial presence.
series ACADIA
email
last changed 2022/06/07 07:54

_id ascaad2007_045
id ascaad2007_045
authors Bazlamit, R. and M. Verma
year 2007
title Nature Replay: An immersive installation
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 571-586
summary This project aims at addressing playgrounds and their utilization in current urban scenarios, in developing and under-developed countries. It experiments with digital technology to re-create a play space wherein children can actively engage with each other and the space utilizing upon a unique medium of play. As playgrounds have traditionally always been situated within a natural habitat or environment, this further reinforces the concept of developing the idea- based on something closely related to nature. Working around notions related to nature, music and how can children play around them; conceptualized ‘Nature rePlay”; an immersive environment making use of interactive digital media in both real urban settings and performing arts.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af03
id sigradi2007_af03
authors Bernal, Marcelo; Paul Taylor
year 2007
title Conocimientos locales [Local Know How]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 285-289
summary The main objective of this work developed at the Architecture Department of Universidad Técnica Federico Santa Maria, was develop and design tectonic systems from inquiring how laws that rule matter can inform and integrate a digital modeling process, elaborating modeling routines that express heterogeneity of matter and develop the potential of local fabrication process. This study combines digital modeling and very simple handcrafting techniques, based on simple rules and material properties.
keywords Digital; tectonics; parametric; modeling; material
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_094
id ecaade2007_094
authors Buattour, Mohamed; Halin, Gilles; Bignon, Jean Claude
year 2007
title Management system for a Virtual Cooperative Project
doi https://doi.org/10.52842/conf.ecaade.2007.125
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 125-131
summary The paper presents on-going research aimed at the support of the management of building projects and the aid cooperative design. Today, The use of systems adapted to the cooperative design assistance for the building domain is complex. This results from the complexity of the cooperative work (difficulties in tracking actor’s work, lack of most of the required information, coordination problems, implicit nature of most of the construction activities etc.) The paper will briefly review two data exchanging modes that we had defined. After, on the basis of this concept of cooperative design we describe a new model of a virtual environment aimed to takes into account the relational organization of the project and the semantic meaning of works. This research represents a new approach because it not based on management of documents but on all data relative to works. Finally, we use this new model for defining a design-aided tool, to deduce advantages and limits of the “Virtual Cooperative Project”. This system lets geographically dispersed project actors model the project context of a building. More specifically, it allows interpreting, using and exchanging project works in a centralized virtual environment during the building life cycle. This system uses IFC objects which associate in the same model the semantic and the 3D representation of building works.
keywords Cooperation model, cooperative work design, project management, digital mock-up
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2007_373
id cf2007_373
authors Chan, Chiu-Shui
year 2007
title Does Color Have Weaker Impact on Human Cognition Than Material?
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 373-384
summary This project intends to develop a method for using virtual reality (VR) to represent a built environment for simulating environmental influences on occupants. Objectives of the project were to explore: (1) what environmental stimuli would affect habitants’ perception, and (2) what possible factors in the built environment would affect occupants’ cognition. An office was selected as the subject of study. Methods were to create a number of digital models, each containing an embedded variable, and then test the impact of environmental influences on visual perception. Results obtained in this study indicate that materials have stronger impact to human perception than colors, and VR has great potential for design decision making and post-occupancy evaluation.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2007_403
id cf2007_403
authors Chen, Yingjie; Zhenyu Qian and Robert Woodbury
year 2007
title Local Navigation Can Reveal Implicit Relations
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 403-416
summary This paper intends to analyze, compare, understand and explore the data relations among a collection, the collected items and user-created meaning appearing in different digital applications. Details of such relations are introduced and investigated with reference to several actual systems. In order to represent these three components in a way easy for users to interpret, navigate and interact, we introduce NEAR, a localized graph visualization tool to help people browse, understand and manipulate information in a digital architectural repository A•VI•RE.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id acadia07_056
id acadia07_056
authors Dritsas, Stylianos; Becker, Mirco
year 2007
title Research & Design in Shifting from Analog to Digital
doi https://doi.org/10.52842/conf.acadia.2007.056
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 56-65
summary In this paper we track the evolution of computational design from its analog origins to its contemporary digital regime. Our long term goal is to qualify and quantify the implications of digital computation on design thinking and its influence on the architectural practice. Meanwhile, we present the results of our past few years of collaborative research in design and computation that illustrate the nature of the intellectual engagement required for appreciating the potential of digital design thinking and making. In a temporal frame, these results are expressed as a constellation of punctuated innovations emerging sporadically during the painstaking process of tackling architectural problems using digital means. In the long run, they hopefully amount to an approach to fleshing out a paradigm shift from analog to digital and building a knowledge foundation of architectural methods.
series ACADIA
email
last changed 2022/06/07 07:55

_id cf2007_585
id cf2007_585
authors Fischer, Thomas
year 2007
title Enablement or Restriction? On supporting others in making (sense of things)
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 585-598
summary In this paper I present and reflect upon a five-year investigation of designing digital tools for designing in the area of architectural space grid structures. I understand design as a novelty and knowledge generating conversational process as described by Pask (see Scott 2001) and Glanville (2000). Furthermore, I regard making design tools as a design task in itself, rendering this paper a reflection on designing for designing. This paper gives a report on observations I made during the toolmaking study, and subsequently contextualizes these observations using second-order cybernetic theory. This reflection focuses on different relationships between observers and systems, on conditions under which observers construct knowledge and on limits of supporting others in this activity.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id acadia07_096
id acadia07_096
authors Kalay, Yehuda E.; Grabowicz, Paul
year 2007
title Oakland Blues: Virtual Presentation of 7th Street’s 1950’s Jazz Scene
doi https://doi.org/10.52842/conf.acadia.2007.096
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 96-103
summary Digital technologies, in the form of modeling buildings, people, and their activities, are becoming a popular vehicle for the re-creation and dissemination of cultural heritage. Together with video game engines, they can be used to let users virtually “inhabit” the digitally recreated worlds. Yet, like every medium ever used to preserve cultural heritage, digital media is not neutral: perhaps more than any older technology, it has the potential to affect the very meaning of the represented content in terms of the cultural image it creates. This paper examines the applications and implications of digital media for the recreation and communication of cultural heritage, drawing on the lessons learned from a project that recreates the thriving jazz and blues club scene in West Oakland, California, in the 1940s and 1950s.
series ACADIA
email
last changed 2022/06/07 07:52

_id 4643
id 4643
authors Loemker, Thorsten Michael
year 2007
title Preservation of existing buildings through methods of Operations Research
source DACH 2007, International Conference on Digital Applications in Cultural Heritage, P. 157-175
summary The revitalization of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalize these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilization of specific rooms to converge in a design solution. In this regard, it was examined whether solutions for reuse tasks can be produced automatically by the use of optimization processes in floor plan design. These solutions shall be produced by swapping of existing areas. The objective is to obtain feasible planning solutions by means of these computer-based processes, which will serve the architect as a basis for the further editing of the plans. The methodical basis for this procedure is formed by models from Operations Research. The design of the model developed relates to problems in logistics, for example, the loading in trans-shipment centers. It also has analogies to board games like Chess or Go. These games are based on a specific number of fields or crosses of grid lines which are occupied by various tokens. Occupation is subject to a variety of conditions or rules. Compliance to conditions and objectives is clearly defined by the use of these rules. The analogy to our model is the fixed grid, the limited possibility to occupy fields and the fulfillment of an overall goal, i.e., to win the game. Therefore the model does not alter geometric proportions or locations of rooms but changes their occupancy such that a new usage could be applied to the building.
keywords Operations Research, Revitalization, Optimization
series other
type normal paper
email
last changed 2008/10/13 13:49

_id ecaade2007_194
id ecaade2007_194
authors Martens, Bob; Koutamanis, Alexander; Brown, André
year 2007
title Predicting the Future from Past Experience
doi https://doi.org/10.52842/conf.ecaade.2007.523
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 523-531
summary Tomorrow’s architectural practitioners seemingly need to gain an overview of, if not master, a wide range of computer aided architectural design applications, from image making to Building Information Modelling (BIM) to digital fabrication. However, we are sceptical whether there is wide recognition that there is value in a broader appreciation of the underlying principles that organize these applications. CAAD software, once an exploration of architectural ideas, has become a commodity. But as digital tools have become more ubiquitous the relationship between practice and research has, broadly speaking, become more ambivalent. What has been lost, and what gained, in this change?
keywords Fundamentals, computational design, scenario, architectural practice
series eCAADe
email
last changed 2022/06/07 07:59

_id ascaad2007_049
id ascaad2007_049
authors Mokbel, H.; G. Salazar, M. Aboulezz and J. Tocci
year 2007
title Choosing Levels of Granularity in Building Information Modeling: Contractor’s Perspective
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 623-634
summary Over the last two years, there has been an increased interest across the Architectural /Engineering/ Construction (A/E/C) professionals in the potential adoption of the Building Information Modeling. Professional Associations such as the American Institute of Architects (AIA), the Associated General Contractors (AGC) and the Design-Build Institute of America (DBIA) are dedicating specific resources to better understand the implications of the use of this concept in their professional activities. However, not much ground has been gained yet in finding practical ways to choose the level of granularity (LOG) or detail that is needed to develop the digital model in a cost effective fashion. Choosing the Level of Granularity (LOG) of the digital model or level of detail development that goes into the model is a key decision that results from careful consideration of many factors. It is a very complex and iterative process that requires a critical assessment of the cost of adding details to the digital model versus the benefits derived from its intended purpose whether the model will be used to enhance the communication process or to support the construction management functions performed by the firm. This paper presents two case studies in which the authors have been directly involved in making the decision on the LOG of the digital model. The first case involves the Togar Suites, Union Station project in New Jersey while the second case refers to the Worcester Trail Courthouse in Worcester Massachusetts. In both cases, the 3D models were developed primarily for visualization of the construction sequence. However, in the case of the Togar Suites the contractor also needed the model for trade coordination and clash detection purposes.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_529
id caadria2007_529
authors Murty, Paul; Terry Purcell
year 2007
title Latent Preparation - Do Great Ideas Come From Out-Of-The-Blue?
doi https://doi.org/10.52842/conf.caadria.2007.x.j9u
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Some designers have a knack of making design look easy, producing concepts, seemingly from nowhere. Other designers, suspicious of pie-in-the-sky ideas, prefer to design methodically. Are novel design ideas simply thoughts from out-of-the-blue, or are they insightful, resulting from deeper understanding? This paper reviews statements from a recent interview study of architects and designers, which assessed the extent to which conceptual designing is insightful. Most respondents stated that insights contributed to their designing, but two affirmed rational design processes and appeared skeptical of discovery based concepts. Analysis of the respondent statements generally, indicates that: 1) there are different levels of insightfulness, 2) insighful discoveries are also qualitatively different and 3) many appear to be an outcome of latent preparation (an incubation-like mental activity that ranges between active conscious designing and passive apparent unconscious activity), rather than arbitrary, out-ofthe- blue inspirations. The paper concludes by considering prospects for further research and implications for both education and digital media.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_093
id ecaade2007_093
authors Nicholas, Paul; Bahoric, John; Ormston, Garry; Bowtell, Peter; Burry, Mark
year 2007
title No Place for Drones
doi https://doi.org/10.52842/conf.ecaade.2007.117
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 117-123
summary Building design is a process often divorced from considerations about construction. Digital design methods are increasingly challenging the historic relationship between architecture and its means of production, but this extended reach is not necessarily accompanied by extended understanding or leverage of the production process. We present an urban sculptural project, The Travellers, in which digital techniques resolved critical issues of design, documentation and fabrication, but more importantly facilitated highly beneficial processes of negotiation. We suggest that this case based research has implications for future interactions between designers, makers and managers, shedding additional light onto issues of negotiation, responsibility, risk and trust that are often critical to the pragmatic undertaking of making.
keywords Design integration, digital design, fabrication, negotiation
series eCAADe
email
last changed 2022/06/07 07:58

_id cf2007_291
id cf2007_291
authors Penttilä, Hannu
year 2007
title Early Architectural Design and BIM
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 291-302
summary This paper examines the meaning of information and communication technology (ICT) for architectural design in early design project phases, with a particular interest in building information modelling (BIM). Contemporary digital design environment, research context and objectives are first clarified, followed by the presentation and analysis of a few BIM-related projects. A key finding is that the architectural working environment, the design methods and the designer's roles have changed in the contemporary project context. Furthermore, other methods and tools are needed in addition to BIM in the early project phases, because it can not solve all required design aspects.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id eaea2009_piga
id eaea2009_piga
authors Piga, Barbara E.A.
year 2011
title The Urban Simulation and Projects Evaluation Laboratory at the Politecnico di Milano: An Educational and Research Facility
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 115-120
summary At the beginning of 2007 an Italian Urban Simulation Laboratory was founded at the Politecnico di Milano. The laboratory, coordinated by prof. Fausto Curti, has been developed thanks to the one year presence of the visiting professor Peter Bosselmann, director of the Environmental Simulation Laboratory at the University of California at Berkeley. The laboratory has an interdisciplinary approach and a threefold mission: experiment, using the laboratory setting to study urban projects at different scales; communicate, aiding public communication by making urban projects understandable to everyone; integrate and innovate, working on different kind of simulations techniques in an integrated way. In its initial experience the laboratory is primarily a didactic and research facility. Students can join the work and participate actively to the research. Until now about 40 students have worked with us, more than a half were foreign students from all over the world. The majority of the students did an internship of about 150 (three-year degree) or 300 (master degree) hours and some of them have continued working after this period developing a thesis. At the moment the case study, used as a pilot research, is about the Porta Nuova project at the Garibaldi- Repubblica area in Milan. The 300.000 mq of the total area and its well served central position make this place strategic for Milan. In this area the adopted urban transformation plan is creating a new business center that affects redevelopment projects, new infrastructures, and a park. The overall project will overhanging the surroundings city center with some of the highest buildings of its skyline. The importance of the site and the dimension of the project make this case significant to test the use of simulation for supporting evaluations about morphological aspects, comfort conditions, visual impacts, and other aspects that directly influence the quality of the new urban spaces. We are now applying different simulation methodologies in order to better understand the peculiar usefulness of each kind as a tool to support evaluation. As any kind has its own limits we work with different typologies at the same time. We are working with 1:500 scale physical model of a 1 km square of the area and different kind of static and dynamic simulations. We developed, with an external office, a micro-car to move a micro-camera in the maquette. We use this equipment to better explain the project implications to the students by producing subjective shot videos or showing a walk in real-time. To reproduce in a better way some relevant walks through the transformed site we have also produced some videos made of a superimposition of the real existing context and the virtual projects. To do this we used a rendered video of the project superimposed to the filmed promenade of the today condition, previously recorded using steadycam. A lot of static simulations has been employed to better understand the new city configuration from some representative points of view, as for example the roof of the Duomo cathedral. We are now developing some other kinds of analysis such as shadows impact; this is done by using a 1:1000 scale maquette in the Heliodon, but also with some digital tools. In the next future a work with the wind tunnel will help to understand some other comfort implications of the project at the micro-urban scale. The multilayer approach is the main aim of the laboratory and is an important tool to clarify the multidimensional project impacts to the students. In this way the laboratory can be a learning tool, it can stimulate the project process and support decision-making while improving the knowledge about the correct use of simulations for evaluating the cumulative implications of the proposed urban processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ascaad2007_009
id ascaad2007_009
authors Ryan, R. and M. Donn
year 2007
title 3 dimensional, digital, interactive, multilayered information models for enhancing decision making by two end-user groups within the Urban Planning industry: A Case Study to quantify the benefit or otherwise over alternative 2 dimensional systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 95-110
summary This research investigates the potential of 3 dimensional (3D), digital, interactive, multilayered information models, to enhance users’ understanding of sets of geographic and building information, allowing them to make quicker and more informed decisions, than when using alternative 2D methods. The research aims to quantify the benefit or otherwise of 3D methods of information interrogation over 2D methods by developing a test based around the decision making of two widely disparate user-groups within the Urban Planning industry. The underlying purpose of the research is to examine the human ability to interact with and understand datasets of information which are represented in the digital world. This paper specifically focuses on the methodology by which a robust test is developed to be carried out, thus proving or disproving the advantages of 3D display of information when compared to 2D. The ability to apply this same test to additional case studies in the future is a major consideration in the research design. There is a specific focus on integrating and testing a range of research instruments to best establish “language” of the industry and user groups within it, before conducting the major case study. The final research approach adopted is develop and present functional prototype models in a focus group scenario, involving hands-on interactive comparable 2D and 3D tasks, individual feedback surveys and group discussions.
series ASCAAD
email
last changed 2008/01/21 22:00

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