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 096e
authors Papamichael, K., Porta, J.L., Chauvet, H., Collins, D., Trzcinski, T. , Thorpe, J. and Selkowitz, S.
year 1996
title The Building Design Advisor
doi https://doi.org/10.52842/conf.acadia.1996.085
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 85-97
summary The Building Design Advisor (BDA) is a software environment that supports the integrated use of multiple analysis and visualization tools throughout the building design process, from the initial, schematic design phases to the detailed specification of building components and systems. Based on a comprehensive design theory, the BDA uses an object-oriented representation of the building and its context, and acts as a data manager and process controller to allow building designers to benefit from the capabilities of multiple tools.

The BDA provides a graphical user interface that consists of two main elements: the Building Browser and the Decision Desktop. The Browser allows building designers to quickly navigate through the multitude of descriptive and performance parameters addressed by the analysis and visualization tools linked to the BDA. Through the Browser the user can edit the values of input parameters and select any number of input and/or output parameters for display in the Decision Desktop. The Desktop allows building designers to compare multiple design alternatives with respect to any number of parameters addressed by the tools linked to the BDA.

The BDA is implemented as a Windows-based application for personal computers. Its initial version is linked to a Schematic Graphic Editor (SGE), which allows designers to quickly and easily specify the geometric characteristics of building components and systems. For every object created in the SGE, the BDA supplies “smart” default values from a Prototypical Values Database (PVD) for all non-geometric parameters required as input to the analysis and visualization tools linked to the BDA. In addition to the SGE and the PVD, the initial version of the BDA is linked to a daylight analysis tool, an energy analysis tool, and a multimedia Case Studies Database (CSD). The next version of the BDA will be linked to additional tools, such as a photo-accurate rendering program and a cost analysis program. Future versions will address the whole building life-cycle and will be linked to construction, commissioning and building monitoring tools.

series ACADIA
email
last changed 2022/06/07 08:00

_id e946
authors Wood, William H. and Agogino, Alice M
year 1996
title Case-based conceptual design information server for concurrent engineering
source Computer-Aided Design, Vol. 28 (5) (1996) pp. 361-369
summary Conceptual design requires processing information from diverse sources in order to define the functional requirements, operating constraints, and evaluation criteria pertinent to accomplishing a prescribed goal.Historically, the design process focused on the functionality of an artifact for the end customer. Concurrent engineering broadens this focus to account for the concerns of `customers' not previously considered --those along the entire life cycle of an artifact, i.e. marketing, design, manufacture, distribution, operation and disposal. Expanding the design focus to include all of these customers places far greater informationaldemands on the designer. Case-based reasoning applies experience stored in a computerized form to solving similar problems in slightly altered contexts. It has been applied successfully to routine design whereboth the form and the content of design information can be encoded symbolically and manipulated using artificial intelligence techniques. Concurrent conceptual design presents unique problems for such anapproach because design information must be considered at many levels of abstraction and from many viewpoints.We describe an approach that provides the designer with case-based conceptual design information stored in the richly expressive medium of hypermedia (hypertext incorporating multimedia). Design cases ofindustry `best practices' in concurrent engineering are indexed to provide access through multiple interfaces, allowing the user to browse, explore, or pinpoint design case information. The Conceptual DesignInformation Server (CDIS) is implemented using emerging internet standards, such as those associated with the World Wide Web (WWW) and Wide Area Information Service (WAIS), coupled to a robustStructured Query Language (SQL) database and traditional cad packages.
keywords Conceptual Design, Case-Based Reasoning, Hypermedia Information Systems
series journal paper
last changed 2003/05/15 21:33

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_464
id 2006_464
authors Mullins, Michael; Tadeja Zupancic, Christian Kühn, Paul Coates and Orhan Kipcak
year 2006
title V I PA: A virtual campus for virtual space design
doi https://doi.org/10.52842/conf.ecaade.2006.464
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 464-469
summary The conceptual design of virtual spaces is creating new places in which to live and work. In consequence, new opportunities for work and employment are opening up for architects as well as for architectural educators. In response to this challenge, VIPA, a transnational virtual campus is currently being developed; it contains an e-learning and research platform for European architectural schools with a focus on virtual space design. The virtual campus integrates administrative, curricular, and communicative infrastructures, interactive, multimedia 3-D contents, and pedagogical considerations in respect of the aims, content and technologies employed. Virtual campuses are already established at most universities in the European Community, yet surprisingly e-learning is not yet widespread in architectural schools in Europe. E-learning is arguably still in an initial research phase; although there are best practice examples where e-learning is already replacing traditional study forms in other teaching disciplines. However, it has been found that although all the universities involved in the VIPA project have been involved in e-learning projects for many years, there is a considerable resistance to e-learning as being equally effective as traditional face-to-face studio teaching. Given the new virtual conditions of space design however, new contexts for learning are increasingly relevant. University curricula have developed out of local competencies, networks of teachers and researchers. These local factors need to be woven into the fabric of a transnational VIPA curriculum and supported with organizational layout, platform, user interfaces and their features. Participants will offer existing courses in virtual space design, as well as developing new ones. This offers the option for both present and future participants to adjust the VIPA courseware to suit local curricula demands, while offering a large range of courses and knowledge. An additional feature of VIPA is thus as a platform for curricula development in virtual space design. The paper reports on the VIPA project’s aims, pedagogical problems, solutions, course content and methods; it will describe prototype results from participating universities and include perspectives on its future application.
keywords Architectural Education; E-Learning; Virtual Space
series eCAADe
email
last changed 2022/06/07 07:59

_id 0ec9
authors Agranovich-Ponomareva. E., Litvinova, A. And Mickich, A.
year 1996
title Architectural Computing in School and Real Designing
doi https://doi.org/10.52842/conf.ecaade.1996.025
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 25-28
summary The existing system of architectural education ( including computer ) as has shown practice has appeared not absolutly perfect. It not capable to dynamic changes, active introduction of a new engineering and computer technologies, to realization about of the inquiries of a modern time. It suggest of a way of search of new models of computer training. The computer education is represented by us as certain a universal system, which permits to solve the problem of arcitectural education at a higher level. The opportunities of computers and computer technologies at such approach are used as means of increase of efficiency teaching and training. The orientation goes on final result: a opportunity to generate of the creative decisions by learnees, based on attraction of received knowledge and use for their realization of arsenal of practical skills and skills. The system represents not only certain set of experiences elements, necessary and final result sufficient for achievement, but also quite certain interrelation between them. It means, that the knowledge from a initial rate " The Introduction in computer training" must be secured and transformed for utilization in special rates and through them- in practice. The functional nucleus of the software package of such universal system is under construction as opened, apparatus an independent system. A central part of a system is a database, the structure of which is uniform for all other modules and side of enclosures. The conceptual model of a system is under construction on principles structure idea, visualization, multimedia. The listed principles are realized in model so that to encourage the user to independent creative work.

series eCAADe
last changed 2022/06/07 07:54

_id cf57
authors Anumba, C.J.
year 1996
title Functional Integration in CAD Systems
source Advances in Engineering Software, 25, 103-109
summary This paper examines the issue of integration in CAD systems and argues that for integration to be effective, it must address the functional aspects of a CAD system. It discusses the need for integrated systems and, within a structural engineering context, identifies several facets of integration that should be targeted. These include 2-D drafting and 3-D modelling, graphical and non-graphical design information, the CAD data structure and its user interface, as well as integration of the drafting function with other engineering applications. Means of achieving these levels of integration are briefly discussed and a prognosis for the future development of integrated systems explored. Particular attention is paid to the emergence (and potential role) of `product models' which seek to encapsulate the full range of data elements required to define completely an engineering artefact.
series journal paper
last changed 2003/04/23 15:14

_id a06c
authors Batie, David L.
year 1996
title The Incorporation of Construction History into Architectural History: The HISTCON Interactive Computer Program
doi https://doi.org/10.52842/conf.acadia.1996.235
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 235-243
summary Current teaching methods for architectural history seldom embrace building technology as an essential component of study. Accepting the premise that architectural history is a fundamental component to the overall architectural learning environment, it is argued that the study of construction history will further enhance student knowledge. This hypothesis created an opportunity to investigate how the study of construction history could be incorporated to strengthen present teaching methods. Strategies for teaching architectural history were analyzed with the determination that an incorporation of educational instructional design applications using object-oriented programming and hypermedia provided the optimal solution. This evaluation led to the development of the HISTCON interactive, multimedia educational computer program. Used initially to teach 19th Century iron and steel construction history, the composition of the program provides the mechanism to test the significance of construction history in the study of architectural history. Future development of the program will provide a method to illustrate construction history throughout the history of architecture. The study of architectural history, using a construction oriented methodology, is shown to be positively correlated to increased understanding of architectural components relevant to architectural history and building construction.
series ACADIA
last changed 2022/06/07 07:54

_id ddssup9604
id ddssup9604
authors Boelen, A.J.
year 1996
title Impact-Analysis of Urban Design Realtime impact-analysis models for urban designers
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary The past five years Prof Dr Jr T.M. de Jong, professor in environmental planning and sustainability at the Technical University of Delft, has developed a theoretical foundation for the analysis of urban design on the ecological, technical, economical, cultural and political impacts of morphologic interventions on different levels of scale. From september 1994 Jr AJ. Boelen (Urban Design Scientist and Knowledge Engineer) started a research project at the same university to further explore the possibilities of these theories and to develop impact evaluation models for urban design and development with the theoretical work of De Jong as a starting point. The paper discusses the development of a design and decision support system based on these theories. For the development of this system, techniques like object-orientation, genetic algorithms and knowledge engineering are used. The user interface, the relation between the real world, paper maps and virtual maps and the presentation of design-interventions and impacts caused by the interventions are important issues. The development-process is an interactive step by step process. It consists of the making of a prototype of the system, testing the theory and hypothe-sisses the system is based on, by applying tests end adjusting the theory and hypothesisses where needed. Eventually the system must be able to act as an integrator of many different models already developed or still to be developed. The structure of the system will allow easy future expansion and adjustment to changing insights. The logic used to develop the basic theory on which this system is founded makes it possible to even introduce and maintain rather subjective aspects like quality or appraisal as impacts that can be evaluated. In a previously developed system "Momentum" this was proved to work effectively for the national level. In this project we will - amongst other things - try to prove the effectiveness of impact-evaluation for other levels of scale.
series DDSS
email
last changed 2003/11/21 15:16

_id 9e3d
authors Cheng, F.F., Patel, P. and Bancroft, S.
year 1996
title Development of an Integrated Facilities Information System Based on STEP - A Generic Product Data Model
source The Int. Journal of Construction IT 4(2), pp.1-13
summary A facility management system must be able to accommodate dynamic change and based on a set of generic tools. The next generation of facility management systems should be STEP conforming if they are to lay the foundation for fully integrated information management and data knowledge engineering that will be demanded in the near future in the new era of advanced site management. This paper describes an attempt to meet such a specification for an in-house system. The proposed system incorporates the latest technological advances in information management and processing. It pioneered an exchange architecture which presents a new class of system, in which the end-user has for the first time total flexibility and control of the data never before automated in this way.
series journal paper
last changed 2003/05/15 21:45

_id cc4f
authors Donath, Dirk
year 1996
title University CAAD-Education for Architectural Students - A Report on the Realisation of a User-oriented Computer Education at the Bauhaus University Weimar
doi https://doi.org/10.52842/conf.ecaade.1996.143
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 143-154
summary Practically no other field of human creativity is evolving as fast and innovatively as the development and integration of the computer into every possible area imaginable. The computer has today become a natural tool in the fields of architecture and space-planning. The changing form of professional practice due to the increasing application of computerassisted work techniques results in the need, currently being addressed in the education of future architects and town planners, to bring these new mediums into the realm between architecture - art - and building - science.
series eCAADe
email
more http://www.uni-weimar.de/architektur/InfAR/
last changed 2022/06/07 07:55

_id f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id 3451
authors Harrison, Beverly L.
year 1996
title The Design and Evaluation of Transparent User Interfaces. From Theory to Practice
source University of Toronto, Toronto
summary The central research issue addressed by this dissertation is how we can design systems where information on user interface tools is overlaid on the work product being developed with these tools. The interface tools typically appear in the display foreground while the data or work space being manipulated typically appear in the perceptual background. This represents a trade-off in focused foreground attention versus focused background attention. By better supporting human attention we hope to improve the fluency of work, where fluency is reflected in a more seamless integration between task goals, user interface tool manipulations to achieve these goals, and feedback from the data or work space being manipulated. This research specifically focuses on the design and evaluation of transparent user interface 'layers' applied to graphical user interfaces. By allowing users to see through windows, menus, and tool palettes appearing in the perceptual foreground, an improved awareness of the underlying workspace and preservation of context are possible. However, transparent overlapping objects introduce visual interference which may degrade task performance, through reduced legibility. This dissertation explores a new interface technique (i.e., transparent layering) and, more importantly, undertakes a deeper investigation into the underlying issues that have implications for the design and use of this new technique. We have conducted a series of experiments, progressively more representative of the complex stimuli from real task domains. This enables us to systematically evaluate a variety of transparent user interfaces, while remaining confident of the applicability of the results to actual task contexts. We also describe prototypes and a case study evaluation of a working system using transparency based on our design parameters and experimental findings. Our findings indicate that similarity in both image color and in image content affect the levels of visual interference. Solid imagery in either the user interface tools (e.g., icons) or in the work space content (e.g., video, rendered models) are highly interference resistant and work well up to 75% transparent (i.e., 25% of foreground image and 75% of background content). Text and wire frame images (or line drawings) perform equally poorly but are highly usable up to 50% transparent, with no apparent performance penalty. Introducing contrasting outlining techniques improves the usability of transparent text menu interfaces up to 90% transparency. These results suggest that transparency is a usable and promising interface alternative. We suggest several methods of overcoming today's technical challenges in order to integrate transparency into existing applications.  
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ddssar9615
id ddssar9615
authors Hill, S.M., Sinclair, B.S., Sandall, D., Butt, T.S., Sampson, N. and Blackie, N.
year 1996
title A Computer-Facilitated Approach for Development, Visualization and Testing of Functional Programming Information
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Functional programming processes for complex architectural projects have traditionally been hampered by the static nature of available tools and technologies. Connection with user groups have likewise been disadvantaged through the employment of sender-oriented communications models that limit feedback and interaction. In addition, diminishing project budgets place increasing pressure on clients and consult-ants to develop more effective and efficient methods for the design and construction of buildings. This paper discusses a case-study involving the design of a highly complex medical laboratory wherein infoc mation technologies were used to facilitate the development, visualization and testing of functional pro-gramming information. The objectives for the project involved creating an environment where users and clients actively participate in consideration of programming directions and implications in a manner that would not only increase confidence that the program would meet user requirements now and in the future, but also would reduce redundant and or inefficient space within the overall building programme. In the approach used the distinction between programming and design is diminished to improve communication of desires and design responses. The findings of the study indicate that the computer-facilitated approach met the objectives of the project and that the methods developed hold promise for application across a broader range of project types.
series DDSS
last changed 2003/08/07 16:36

_id 2a99
authors Keul, A. and Martens, B.
year 1996
title SIMULATION - HOW DOES IT SHAPE THE MESSAGE?
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4], pp. 47-54
summary Architectural simulation techniques - CAD, video montage, endoscopy, full-scale or smaller models, stereoscopy, holography etc. - are common visualizations in planning. A subjective theory of planners says "experts are able to distinguish between 'pure design' in their heads and visualized design details and contexts like color, texture, material, brightness, eye level or perspective." If this is right, simulation details should be compensated mentally by trained people, but act as distractors to the lay mind.

Environmental psychologists specializing in architectural psychology offer "user needs' assessments" and "post occupancy evaluations" to facilitate communication between users and experts. To compare the efficiency of building descriptions, building walkthroughs, regular plans, simulation, and direct, long-time exposition, evaluation has to be evaluated.

Computer visualizations and virtual realities grow more important, but studies on the effects of simulation techniques upon experts and users are rare. As a contribution to the field of architectural simulation, an expert - user comparison of CAD versus endoscopy/model simulations of a Vienna city project was realized in 1995. The Department for Spatial Simulation at the Vienna University of Technology provided diaslides of the planned city development at Aspern showing a) CAD and b) endoscopy photos of small-scale polystyrol models. In an experimental design, they were presented uncommented as images of "PROJECT A" versus "PROJECT B" to student groups of architects and non-architects at Vienna and Salzburg (n= 95) and assessed by semantic differentials. Two contradictory hypotheses were tested: 1. The "selective framing hypothesis" (SFH) as the subjective theory of planners, postulating different judgement effects (measured by item means of the semantic differential) through selective attention of the planners versus material- and context-bound perception of the untrained users. 2. The "general framing hypothesis" (GFH) postulates typical framing and distraction effects of all simulation techniques affecting experts as well as non-experts.

The experiment showed that -counter-intuitive to expert opinions- framing and distraction were prominent both for experts and lay people (= GFH). A position effect (assessment interaction of CAD and endoscopy) was present with experts and non-experts, too. With empirical evidence for "the medium is the message", a more cautious attitude has to be adopted towards simulation products as powerful framing (i.e. perception- and opinion-shaping) devices.

keywords Architectural Endoscopy, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id cf2017_567
id cf2017_567
authors Kim, Ikhwan; Lee, Injung; Lee, Ji-Hyun
year 2017
title The Expansion of Virtual Landscape in Digital Games: Classification of Virtual Landscapes Through Five principles
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, pp. 567-584.
summary This research established classification system which contains five principles and variables to classify the types of the virtual landscape in digital games. The principles of the classification are Story, Space Shape, Space and Action Dimension, User Complexity and Interaction Level. With this classification system, our research group found the most representative types of virtual landscape in the digital game market through 1996 to 2016. Although mathematically there can be 288 types of virtual landscape, only 68 types have been used in the game market in recent twenty years. Among the 68 types, we defined 3 types of virtual landscape as the most representative types based on the growth curve and a number of cases. Those three representative types of virtual landscapes are Generating / Face / 3D-3D / Single / Partial, Providing / Chain / 3D-3D / Single / Partial and Providing / Linear / 2D-2D / Single / Partial. With the result, the researchers will be able to establish the virtual landscape design framework for the future research.
keywords Digital Game, Virtual Landscape, Game Design, Game Classification
series CAAD Futures
email
last changed 2017/12/01 14:38

_id 8de0
authors Kokosalakis, Jen
year 1996
title THE CAAC 3D Model as the Focus, or Vehicle for Effective Participation with the Design's Client, Observer or User
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 133-152
summary Architectural composition is central to most education and training of architects. Hence, though not every architect's role in practice deals directly with architectural composition, all will have a greater likelihood of ability to visualise and understand others' visual concepts than the average client. This text is concerned with the involvement of the client in composition of the building design. The medium of the three dimensional model, manoeuvrable at the computer screen or in Virtual Reality resembles well the intended physical reality of the designed building that the client will either own, use, occupy, or observe and so can assist tremendously. It is suggested that through this empowering vehicle of the CAAC model, far more informed response and tangible, visible vocabulary is accessible to the client to assist dialogue. This text proposes that practice can indicate better participation as a more evident principle. CAAC enables dynamic influences on the architectural composition of the building as accountable, truly potential dialogue towards design outcome from the construction team. The case rests with current exploratory cases of dynamic, participatory architectural composition activity, as a sign for the future.
keywords
series other
email
last changed 1999/04/08 17:16

_id 6153
authors Korbel, Wojciech
year 1996
title The Present and Future, Development of CAD Exploration in the Office of City’s Architect
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 147-157
summary The usage of computer as a standard tool for an architect became obvious in the past few years. Late 90's along with their rapid development of technology, followed by the growing amount of computer hardware on the market /constantly better and cheaper at the same time/ caused the big changes in the possibilities of project's presentation. The lack of necessary memory to perform proper calculations for high quality rendered images no longer exists. The question raised most commonly by all leading computer software producers concerns the amount of time in which those calculations can be carried out. The race continues while once again, the price of already existing hardware drops rapidly. All these facts make computer more accessible for a potential user such as an architect. Additionally CAD programmers try to make programs as friendly as possible, reducing constantly the amount of time required to learn the program, at least at its bases. As the result, in the next few years, computer may become a standard, at least in some ways of project's presentation. Once again we may face the problem, when the everyday life goes far beyond the expectations. The question appears, how can all kinds of architectural authorities be prepared for constant changes in this field.
series plCAD
last changed 1999/04/09 15:30

_id a7b7
authors Lopuck, Lisa
year 1996
title Designing Multimedia A Visual Guide to Multimedia and Online Graphic Design
source Berkeley, California, Peachpit Press
summary A lavishly illustrated volume is primarily devoted to full-color photos of multimedia screen shots and artwork, offering explanations of title structure, user interface, and software dynamics.
series other
last changed 2003/04/23 15:14

_id 57c7
authors Mathew, Paul
year 1996
title Integrated Energy Modeling for Computational Building Design Assistance
source Carnegie Mellon University, Department of Architecture
summary Insights into the importance of energy modeling in building design have not yet resulted in the sufficient and systematic use of modeling tools in practice. In recent years, there has been considerable discussion on the limitations of simulation tools, and there is a noteworthy consensus as to the nature of the contributing factors (material and time implications, problematic user-interfaces, inefficient data communication structures, poor integration with CAD systems, absence of 'active' design support). This thesis deals with three research questions that are especially pertinent to the quest for active, multi-aspect design and simulation environments: (1) The appropriateness and feasibility of a methodologically consistent performance modeling approach through the entire design process. (2) Strategies for a structurally 'seamless' containment of performance simulation within a computational design environment. (3) Technologies to facilitate dynamic and interactive performance-to-design mapping. At a paradigmatic level, this thesis critically examines the existing responses to each of these questions, and proposes alternative computational frameworks and technologies to overcome some of the system-immanent ('endogenous') limitations of the existing approaches. At an operational level, this thesis demonstrates the proposed solutions by implementing an active thermal simulation module (NOD
series thesis:PhD
email
last changed 2003/04/15 02:37

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