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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_id cf2017_563
id cf2017_563
authors Varinlioglu, Guzden; Basarir, Lale; Genca, Ozgur; Vaizoglu, Zeynep
year 2017
title Challenges in Raising Digital Awareness in Architectural Curriculum
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, p. 563.
summary The issue of bringing digital technology into architectural education necessitates a paradigmatic change. Achieving this change within a conventional framework presents a number of challenges. However, challenges are presented by the rapid change of technological tools and the frustration of updating the architectural scholarship, especially for schools with a traditional curriculum. This paper focuses on a case study of an update in the architectural curriculum for a CAD course. An approach to understanding the impact of digital tools and methods on digital awareness and a sustainable development of the students and pedagogy are presented, discussed, and demonstrated. Based on questionnaires, the students’ learning outcomes are evaluated.
keywords Digital Awareness, Architectural Curricula, Learning Outcome
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ecaade2017_072
id ecaade2017_072
authors Varinlioglu, Guzden, Aslankan, Ali, Alankus, Gazihan and Mura, Gokhan
year 2017
title Raising Awareness for Digital Heritage through Serious Game - The Teos of Dionysos
doi https://doi.org/10.52842/conf.ecaade.2017.1.647
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 647-654
summary In this study, the serious game is conceptualized as a digital medium to convert archaeological knowledge into playable interactions via a case study in the ancient city of Teos. The Teos of Dionysos Game is a digital platform that allows players without specialist computer skills to explore the archaeological knowledge and experience an ancient urban setup. A mythological story about the God Dionysos has been verbally and visually transcribed and adapted for four distinctive settings of this ancient site. The familiar realm of an interactive space, navigated by intuitive behaviours in a game setting, conveys archaeological data, allowing players to build an empathic understanding of ancient architecture. Diverse stakeholders have already tested a mobile game prototype in a workshop, which explored whether those without a prior historical background can advance their existing knowledge through activities that aim at providing entertainment.
keywords digital heritage; serious game; puzzle; mobile game; public awareness
series eCAADe
email
last changed 2022/06/07 07:58

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