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 caadria2020_056
id caadria2020_056
authors Schnabel, Marc Aurel and Chowdhury, Shuva
year 2020
title VR Unmatched - Leveraging Non-experts as Co-Urban Designers
doi https://doi.org/10.52842/conf.caadria.2020.1.651
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 651-660
summary The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.
keywords SketchPad; Co-design; Layperson; Design Participation; Urban Design
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2011_056
id caadria2011_056
authors Schnabel, Marc Aurel and Jeremy J. Ham
year 2011
title The social network virtual design studio: Integrated design learning using blended learning environments
doi https://doi.org/10.52842/conf.caadria.2011.589
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 589-598
summary Online communications, multimedia, mobile computing and face-to-face learning create blended learning environments to which some Virtual Design Studios (VDS) have reacted to. Social Networks (SN), as instruments for communication, have provided a potentially fruitful operative base for VDS. These technologies transfer communication, leadership, democratic interaction, teamwork, social engagement and responsibility away from the design tutors to the participants. The implementation of Social Network VDS (SNVDS) moved the VDS beyond its conventional realm and enabled students to develop architectural design that is embedded into a community of learners and expertise both online and offline. Problem-based learning (PBL) becomes an iterative and reflexive process facilitating deep learning. The paper discusses details of the SNVDS, its pedagogical implications to PBL, and presents how the SNVDS is successful in enabling architectural students to collaborate and communicate design proposals that integrate a variety of skills, deep learning, knowledge and construction with a rich learning experience.
keywords VDS; social networking; social learning; problem-based learning; PBL; Web2.0
series CAADRIA
email
last changed 2022/06/07 07:57

_id d7d5
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2001
title Design communication in immersive virtual environments: An initial exploration
doi https://doi.org/10.52842/conf.ecaade.2001.472
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 472-478
summary Using Virtual Environment (VE) to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. In this moment, we may expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We explored initial intentions of 3Dimmersive design schemes, textual descriptions and collaborations within immersive VE. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. The paper describes these experiments. Finally we summarize observations from this research, for instance the simplicity to interconnect design-ideas cross platforms, conclude with possible future directions of our investigation, initiating a broader research including other disciplines.
keywords Virtual Reality, Design Processes, Communication Methods, Preliminary Design, Evaluation
series eCAADe
email
last changed 2022/06/07 07:57

_id 2006_216
id 2006_216
authors Schnabel, Marc Aurel
year 2006
title Architectural Parametric Designing
doi https://doi.org/10.52842/conf.ecaade.2006.216
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 216-221
summary This paper describes a unique coupling of an architectural urban design studio with an in-depth digital media course in order to explore new ways of architectural expression, form finding and communication. It reports on the variables, goals and outcomes of this design studio as well as its integration of digital parametric design that allowed the participants to create innovative urban design language, based on parametric descriptions. The paper portrays the educational approach; the way parametric computer design tools have been introduced, as well as the process and outcomes of the studio. It discusses implications on design education as well as understanding and communicating of complex design tasks that are responsive to a variety of parameters.
keywords Urban design studio; parametric modelling; design exploration
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2007_625
id caadria2007_625
authors Schnabel, Marc Aurel
year 2007
title Rethinking Urban Parameters
doi https://doi.org/10.52842/conf.caadria.2007.x.i5r
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper describes an urban design studio that explored digital methods of design thinking, expression, form finding and communication. It reports on the goals and outcomes of the studio and the educational approach is portrayed: the way urban design tools can make use of parametric design methods, and the process and outcomes of the studio. It discusses implications on design education as well as understanding and communicating of complex design tasks that are digitally responsive to a variety of parameters. The studio continues a series of investigations that explore parametric design methods in architectural design.
series CAADRIA
email
last changed 2022/06/07 07:50

_id fb59
id fb59
authors Schnabel, Marc Aurel; Chen, Rui Irene
year 2011
title Design Interaction via Multi-touch
source Computer Science Cooperative Design, Visualization, and Engineering, CDVE 2011, Y. Luo (Ed.): Lecture Notes in Computer Science, 2011, Volume 6874/2011, 14-21
summary We present a multi-touch-tabletop tool for design-collaborations and -communication tasks employing three-dimensional digitalized models. Our system allows users from various disciplines to communicate and share their ideas by manipulating the reference and their own input simultaneously by simply using intuitive gestures. Haptic and proprioceptive perception of tangible representations are perceived and understood more readily whereby our system provides an increased potential to compensate for the low spatial cognition of its users. Our integration of combining both model-based and participatory approaches with multi-touch tabletop system setups differs considerably from conventional visual representations for collaborative design. Since the multi-touch design interaction allows users to engage intuitively within virtual design environments, it is presenting a next generation of common graphical user interfaces.
keywords Multi-touch, collaboration, interaction, haptic, design
series book
type normal paper
email
more http://www.springerlink.com/content/y4k7w218359g257q/
last changed 2011/10/22 04:59

_id ijac20075105
id ijac20075105
authors Schnabel, Marc Aurel; Karakiewicz, Justyna
year 2007
title Rethinking Parameters in Urban Design
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 84-98
summary This paper describes the unique coupling of an architectural urban design studio with an in-depth digital media course for the purpose of exploring new avenues of architectural expression, urban form-finding, and communication through the exploration of urban parameters. By merging descriptive parameters of urban situations with digital parametric tools, the understanding of urban design processes was enhanced by the possibility to perceive and comprehend larger problems of spatial urban experiences. The paper discusses how variables, goals, and outcomes of this urban design studio, as well as its integration with digital parametric design, allowed the participants to create an innovative urban design language. It reviews the implications for design education, as well as for the understanding and communication of complex urban designs that are responsive to a variety of parameters. This work lie sin the tradition of artists who push media to explore new interpretations of both the media themselves and of their artwork as much as it does of the use of parametric systems as technological tools.
series journal
email
last changed 2007/06/14 12:11

_id bc52
id bc52
authors SCHNABEL, Marc Aurel; KVAN, Thomas
year 2002
title DESIGN, COMMUNICATION & COLLABORATION IN IMMERSIVE VIRTUAL ENVIRONMENTS
source International Journal of Design Computing, Special Issue on Designing Virtual Worlds, Volume 4; ISSN 1329-7147 (The International Journal of Design Computing is a peer-reviewed scholarly journal, published on the World Wide Web and archived by the University of Sydney Library. {http://www.arch.usyd.edu.au/kcdc/journal/})
summary Virtual Environments (VE) are increasingly offered as environments for design. Using VE to visualize ideas from the initial steps of design, the architect is challenged to deal with perception of space, solid and void, without translations to and from a two dimensional media. From this new ability, we might expect new forms of design expression. The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks, designing in immersive VE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of three-dimensional (3D) immersive design schemes, textual descriptions and collaborations within immersive VE. This article describes the outcome of creation, interpretation and communication of architectural design, by using a 3D maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio, which uses immersive VE as tool of design and communication between remote partners. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS), and how this new approach of design studio enables new forms of design expressions.
keywords Virtual Environments; Virtual Environment Design Studio; VeDS; Design Communication
series journal paper
type normal paper
email
more http://www.arch.usyd.edu.au/kcdc/journal/vol4/schnabel/
last changed 2005/07/19 10:57

_id caadria2008_36_session4a_293
id caadria2008_36_session4a_293
authors Schnabel, Marc Aurel; Xiangyu Wang, Hartmut Seichter, Thomas Kvan
year 2008
title Touching The Untouchables: Virtual-, Augmented- And Reality
doi https://doi.org/10.52842/conf.caadria.2008.293
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 293-299
summary This paper brings forth an overview of design and interaction within realms stretching from reality to virtuality. In recent years, architects have been exploring creative technologies and potentials using a variety of interfaces ranging from real and virtual to augmented reality (AR) and mixed reality (MR) media. The process of design and method of communication are becoming increasingly imperative for inter-disciplinary work. This highlights the need for a structured review of successful effective adoptions and settings of those realms and technologies. This paper critically reflects on lessons learned from architectural design research, which employ virtual, augmented, mixed and real environments, and address rising issues in these areas.
keywords Reality; Mixed Reality; Augmented Reality; Virtual Reality; Design Conversing
series CAADRIA
email
last changed 2022/06/07 07:57

_id cf2011_p042
id cf2011_p042
authors Schneider, Sven; Braunes Joerg, Thurow Thorsten, Tonn Christian, Koenig Reinhard
year 2011
title Design Versioning – Problems and Possible Solutions for the Automatic Management of Distributed Design Processes
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. 669-681.
summary Designing is a complex process. Where this process involves multiple participants located in different places, digital tools for supporting this process are indispensable. However, the use and creation of tools for supporting design processes necessary entails intervening in or manipulating the process it intends to support. For design collaboration tools the coordination mechanisms employed are a crucial aspect. To make these mechanisms as flexible as possible, the technical challenge lies in devising an adequate concept for storing the actions that happen during designing. This paper deals with the issue of versioning in computer-supported collaborative design environments. The paper examines the technical and conceptual problems of versioning and discusses possible solutions.
keywords Collaborative Design, Building Information Modeling, Design Coordiation, Versioning, Design Process
series CAAD Futures
email
last changed 2012/02/11 19:21

_id eaea2009_schneider_petzold
id eaea2009_schneider_petzold
authors Schneider, Sven; Frank Petzold
year 2011
title Digital & Analogue – Seamlessly Integrating Freehand-Sketching in a Digital Design Environment
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 135-146
summary In last decade the computer has turned from a simple “drawing machine” into a broad “design medium”. Digital tools offer possibilities for simulation, analysis or research. Using these tools in addition to the creative process new synergies can arise in dialog with the computer. Nevertheless, this potential is currently not exhausted. Reasons for this dilemma originate to large parts from the complicatedness of the programs which prevent a creative usage with the arising possibilities the complex digital design brings along with. To guarantee a smooth dialog between the computer and the designer and between distributed working design teams, we are investigating in the conception of an ideal computer-based design environment (ICBDE). Therefore we developed a prototypical design platform, where we try to consider the peculiarities of the design process in an integrated “digital chain”. Core concept of this ideal-framework is the seamless coupling of digital design tools to permit a back-coupling work in a comprehensive design environment. In this context the paper outlines sketching as one part of this ICBDE. Freehand-sketching is still one of the most important design tools. It is used in all phases of the design process and helps to turn the invisible thoughts fast and intuitively into workable artifacts. In contrast to the precise virtual models, the vagueness of sketches helps the designer to remain flexible in his decision- making and to keep the orientation in complex design tasks.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ecaade2009_104
id ecaade2009_104
authors Schneider, Sven; Petzold, Frank
year 2009
title A Virtual Design Platform: Bridging Barriers When Designing with Computers
doi https://doi.org/10.52842/conf.ecaade.2009.205
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 205-212
summary The paper summarizes the results of a diploma thesis. Taking the potential of computers to be an ultimate design-medium as its premise, the thesis examines how to enhance the way we use digital design tools. It identifies central characteristics of the design process that need to be considered in a digital design environment. Based on a conception of design as a cyclic process involving appropriate design tools, the paper singles out usability, in the sense of ease of use of such tools, as a key criteria for overcoming problems associated with designing on and with the computer. Drawing on these considerations a prototype has been developed which attempts to bridge barriers between the use of different design tools using an existing software framework.
wos WOS:000334282200025
keywords Design theory, design process, interface-design, freehand sketching, collaboration
series eCAADe
email
last changed 2022/06/07 07:57

_id ba1b
authors Schnier, T. and Gero, J.S.
year 1998
title From Frank Lloyd Wright to Mondrian: Transforming evolving representations
source I. Parmee (Ed.), Adaptive Computing in Design and Manufacture, Springer, London, pp. 207-219
summary If a computer is to create designs with the goal of following a certain style it has to have information about this style. Unfortunately, the most often used method of formal representations of style, shape grammars, does not lend itself to automated implementation. However, It has been shown how an evolutionary system with evolving representation can provide an alternative approach that allows a system to learn style knowledge automatically and without the need for an explicit representation. This paper shows how the applicability of evolved representation can be extended by the introduction of transformations of the representation. One such transformation allows mixing of style knowledge, similar to the cross-breeding of animals of different races, with the added possibility of controlling exactly what features are used from which source. This can be achieved through different ways of mixing representations learned from different examples and then using the new, combined representation to create new designs. In a similar manner, information learned in one application domain can be used in a different domain. To achieve this, either the representation or the genotype-phenotype transformation has to be adapted. The same operations also allow mixing of knowledge from different domains. As an example, we show how style information learned from a set of Mondrian paintings can be combined with style information from a Frank Lloyd Wright window design, to create new window designs. Also, we show how the combined style information can then be used to create three-dimensional objects, showing style features similar to the newly designed windows.
keywords Genetic Engineering, Learning
series other
email
last changed 2003/04/06 09:02

_id caadria2010_018
id caadria2010_018
authors Schoch, M.; A. Praditsmanont and C. Prakasvudhisarn
year 2010
title Shaping building volumes through life cycle costs: a constraint programming approach for building volume optimisation
doi https://doi.org/10.52842/conf.caadria.2010.185
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 185-194
summary Due to a general freedom in the architectural design process, a wide range of possible alternatives exist; although building-volume designs must also continue to meet numerous, possibly conflicting design requirements originating from various related disciplines. This research addresses problems associated with missing quantitative design aids during the early design stages. It aims to provide designers with solutions that provide optimal cost-effectiveness. The demonstrated building-volume optimisation model minimises life cycle costs by determining optimal-volume dimensions, floor number, building orientation and ‘window / wall’ opening ratios while satisfying site and building code regulations and design constraints. Results indicate an optimal solution can be found within a practical timeframe. The proposed, novel approach to introduce cost objectives into building-volume design provides designers with a valuable decision support tool in a design domain that is known to be complex owing to multiple design criteria and constraint influences.
keywords Decision support; design optimisation; building volume design; life cycle costs and constraint-based design
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:56

_id ijac20109104
id ijac20109104
authors Schoch, Martin; Chakguy Prakasvudhisarn, Apichat Praditsmanont
year 2011
title Building-Volume Designs with Optimal Life-Cycle Costs
source International Journal of Architectural Computing vol. 9 - no. 1, 55-76
summary This report provides a detailed overview of the building-volume optimization (BVO) model. It allows for insights into elements that comprise the BVO model, describes its setup as an optimization tool for design and tests its possibilities through exemplary runs. It includes the description of all life-cycle cost (LCC) members involved and explains the implemented optimization process approach. It also provides a perspective regarding the sensitivity and consequences of the BVO model. Serving as decision-support for designers the model qualifies as a practice-oriented application during the early design stage. Test results indicate that LCC considerations can significantly affect building-volume designs during this stage. Therefore, the introduction of cost objectives to the building-volume design represents a valuable approach. Enabling for their inclusion, design issues referring to estimated building performances, are capable of improvement before design finalization. Especially comparisons between initial and operational costs imply that, with increasing life-cycle periods, the impact of operational costs on shaping building-volume design is continuously growing.
series journal
last changed 2019/05/24 09:55

_id ecaade2010_069
id ecaade2010_069
authors Schoch, Martin; Praditsmanont, Apichat
year 2010
title Experimenting with Building Footprint Formation and Volume Optimization: A constraint programming approach for the optimization of buildingvolumes based on combinatorial rectangular footprint formations
doi https://doi.org/10.52842/conf.ecaade.2010.419
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.419-427
summary This paper is focusing on integrating footprint formations of buildingvolumes into an existing research of building-volume optimization (BVO). While earlier BVO experiments concentrated on single rectangular floor-area units per floor, the current BVO model allows footprint assemblies of combinatorial rectangular floor-area units per floor. The aspect of using these combinatorial floor assemblies is to provide more flexibility into the shaping of possible building-volumes and thus a more realistic approach to building-volume design. The investigation regarding combinatorial floor-area units concentrated on running time in reference to amount of allowable unit combinations per floor and the ability to provide close to optimal solutions through additional search runs. Results of the experiments documented a sharp increase of running time due to the additional allocation of floor-area units, while the BVO model was improved through the ability to generate combinatory footprint formation and offer close to optimal solutions.
wos WOS:000340629400045
keywords Decision support; Design optimization; Building-volume design; Life cycle costs; Constraint-based design
series eCAADe
email
last changed 2022/06/07 07:56

_id eaea2009_schock-werner
id eaea2009_schock-werner
authors Schock-Werner, Barbara
year 2011
title The New Window as an Integrated Part of the Cathedral _s Historical Glazing– The Genesis of a Design
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 39-44
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id 9e1a
authors Schoen, D.
year 1983
title The Reflective Practitioner
source Basic Books. New York
summary The reflection that accompanies the evidence a candidate presents in the performance-based product is a critical part of the candidate's development. Through reflection the candidate begins the ongoing process of blending the art and science of good teaching practice. Reflection requires thoughtful and careful reporting and analysis of teaching practice, philosophy, and experience. Understanding why an activity or practice was productive or nonproductive in the classroom is a key element in the progression from novice to master teacher. The reflection cycle and the guiding questions included in this packet are designed to assist licensure candidates in the reflection process. They will enable candidates to better understand the reflection process and address the question; "How does this piece of evidence demonstrate my knowledge and skill level in this activity?". The following reflection cycle offers a prescriptive structure while allowing the flexibility necessary for candidates to demonstrate their knowledge, skill, and ability in the unique context of their area and environment. The reflections of the novice teacher are also vital to the assessors charged with the responsibility for judging whether the teacher has met the required level of performance for each standard based activity. Through their responses to the guiding questions, candidates will better be able to put evidence into perspective for the review team members by explaining how the evidence or artifact addresses the standard through the activity.
series other
last changed 2003/04/23 15:14

_id 54c7
authors Schoen, D.
year 1987
title Educating the Reflective Practitioner
source San Francisco: Josey-Bass Publishers
summary Building on the concepts of professional competence that he introduced in his classic The Reflective Practitioner, Schon offers an approach for educating professional in all areas that will prepare them to handle the complex and unpredictable problems of actual practice with confidence, skill, and care.
series other
last changed 2003/04/23 15:14

_id 9b9e
authors Schofield , Simon
year 1994
title Non-photorealistic rendering : A critical examination and proposed system
source Middlesex University
summary In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" - something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation - i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and "Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - * The Expressive Marks system * Magic Painter system * The Piranesi system (which includes the EPixel and Sketcher systems) * A large portfolio of images generated throughout the exploration
keywords Computer Graphics; Visual Representation; Non-photorealistic Rendering; Natural Media Simulations Rendering; Post-processing
series thesis:PhD
last changed 2003/02/12 22:37

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