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 cf2015_331
id cf2015_331
authors Brodeschi, Michal; Pilosof, Nirit Putievsky and Kalay, Yehuda E.
year 2015
title The definition of semantic of spaces in virtual built environments oriented to BIM implementation
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 331-346.
summary The BIM today can be a provider of inputs to performance analysis of different phenomena such as thermal comfort, energy consumption or winds. All these assessments are fundamental to the post occupation of the building. The attainment of approximate information of how the future building would behave under these conditions will reduce the waste of materials and energy resources. The same idea is used for evaluating the users occupation. Through simulation of human behavior is possible to evaluate which design elements can be improved. In complex structures such as hospital buildings or airports is quite complex for architects to determine optimal design solutions based on the tools available nowadays. These due to the fact users are not contemplated in the model. Part of the data used for the simulation can be derived from the BIM model. The three-dimensional model provides parametric information, however are not semantically enriched. They provide parameters to elements but not the connection between them, not the relationship. It means that during a simulation Virtual Users can recognize the elements represented in BIM models, but not what they mean, due to the lack of semantics. At the same time the built environment may assume different functions depending on the physical configuration or activities that are performed on it. The status of the space may reveal differences and these changes occur constantly and are dynamic. In an initial state, a room can be noisy and a moment later, quiet. This can determine what type of activities the space can support according to each change in status. In this study we demonstrate how the spaces can express different semantic information according to the activity performed on it. The aim of this paper is to simulate the activities carried out in the building and how they can generate different semantics to spaces according to the use given to it. Then we analyze the conditions to the implementation of this knowledge in the BIM model.
keywords BIM, Virtual Sensitive Environments, Building Use Simulation, Semantics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2023_240
id ecaade2023_240
authors Brodmann, Anton, Damtsas, Efstathios, Drewes, Arne, Prell, Anna, Spaeth, Benjamin and Herrmann, Michael
year 2023
title Computational Design and 3D Printing of a Biopolymer Construction System for Freeform Applications
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 347–356
doi https://doi.org/10.52842/conf.ecaade.2023.1.347
summary This work presents the design and fabrication concept as well as the pedagogy approach of a student design-build project. It examines the digital design process of a double- curved segmented freeform considering the geometry, coplanarity issues and structural design. The project discovers the opportunities and limitations offered by large scale additive manufacturing of recyclable biopolymers through prototyping and physical testing. Consequently, its adaptability to other freeform architectural applications and the resulting impact and potential on productivity, quality and sustainability in the building sector are discussed.
keywords Design and Build, Parametric Design, Generative Design, Additive Manufacturing, Direct Extrusion Printing, Biopolymer, Double-Curved Structure, Segmentation, Coplanarity
series eCAADe
email
last changed 2023/12/10 10:49

_id b13d
authors Broek, J.J., Horváth, I., Smit, B. de, Lennings, A.F., Rusák, Z. and Vergeest, J.S.M.
year 2002
title Free-form thick layer object manufacturing technology for large-sized physical models
source Automation in Construction 11 (3) (2002) pp. 335-347
summary Large-sized free-form objects of different materials are widely used in various industrial applications. Currently, layered rapid prototyping technologies are not suitable for the fabrication of this kind of objects, due to the necessity of a large number of layers and the limitations in size. This paper reports a novel approach of layered manufacturing that is more appropriate for the fabrication of these large objects. A method of thick-layered object manufacturing is presented, which is based on a higher order approximation of the shape and application of a flexible curved cutting tool. The method allows the production of physical prototypes, which need little or no finishing. In order to meet the designer's intend, as closely as possible, some feasible system characteristics are introduced. The process is ordered in a sequential way and provides a highly automated process. A hierarchical decomposition of the CAD geometry takes place into components, segments, layers and sectors, based on morphological analysis. This method enables the manufacturing and the re-assembly of the parts to produce the physical prototypes without affecting the requested functionality. Due to the possibility of obtaining multiple solutions in the physical model, much attention must be paid to the efficiency of the process.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id f5db
authors Brooks, F.P.
year 1986
title Walkthrough - A Dynamic Graphics System for Simulating Virtual Buildings
source Proceedings 1986 Workshop on Interactive 3D Graphics. ACM: 9-22
summary As part of our graphics research into virtual worlds, we are building a tool for an architect and his client to use for rapid prototyping of buildings by visually "walking through" them in order to refine specifications. Our first prototype simulated the new UNC Computer Science building with some 8000 polygons. BSP-tree software on the Adage Ikonas gave a colored, shaded perspective view every 3-5 seconds while the user moved a cursor in real-time over floorplans shown on the Vector-General 3300. The current (third) version uses Pixel-Planes to generate 9 updates/second, view images shown 4' x 6' by projector. Active short- and long-term research questions include speed-up, stereo, a 6-DoF interface with eye-level defaults, and an interactive model-building, model-changing system.
series other
last changed 2003/11/21 15:16

_id 471f
authors Brooks, Frederick P. Jr.
year 1987
title Essence and Accidents of Software Engineering
source IEEE Computer. April, 1987. vol. 20: pp. 10-19 : ill. includes bibliography. -- See also Information Processing '86 edited by H.J. Kugler; and Brooks, F.P. 'The Mythical Man-Month,' Addison-Wesley, 1978
summary The author analyzed the nature and the problems of software engineering and assessed the technical developments that are most often advanced as potential solutions for the problems
keywords software, programming, languages, management
series CADline
last changed 2003/06/02 10:24

_id 48a7
authors Brooks
year 1999
title What's Real About Virtual Reality
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 27
summary As is usual with infant technologies, the realization of the early dreams for VR and harnessing it to real work has taken longer than the wild hype predicted, but it is now happening. I assess the current state of the art, addressing the perennial questions of technology and applications. By 1994, one could honestly say that VR "almost works." Many workers at many centers could doe quite exciting demos. Nevertheless, the enabling technologies had limitations that seriously impeded building VR systems for any real work except entertainment and vehicle simulators. Some of the worst problems were end-to-end system latencies, low-resolution head-mounted displays, limited tracker range and accuracy, and costs. The technologies have made great strides. Today one can get satisfying VR experiences with commercial off-the-shelf equipment. Moreover, technical advances have been accompanied by dropping costs, so it is both technically and economically feasible to do significant application. VR really works. That is not to say that all the technological problems and limitations have been solved. VR technology today "barely works." Nevertheless, coming over the mountain pass from "almost works" to "barely works" is a major transition for the discipline. I have sought out applications that are now in daily productive use, in order to find out exactly what is real. Separating these from prototype systems and feasibility demos is not always easy. People doing daily production applications have been forthcoming about lessons learned and surprises encountered. As one would expect, the initial production applications are those offering high value over alternate approaches. These applications fall into a few classes. I estimate that there are about a hundred installations in daily productive use worldwide.
series journal paper
email
last changed 2003/04/23 15:14

_id ga0023
id ga0023
authors Brotzu, PierPaolo and Maiocchi, Marco
year 2000
title A Generative Approach to Variations in Production Processes
source International Conference on Generative Art
summary Many work procedures in generating various types of products (such as execution of recipes for food, work operation for leather, procedures for conservation of vegetables, factory workmanship processes, etc) are characterised by precise procedural steps. Each step can be defined, at the proper detail level, in terms of kind of operations, input conditions, output results; then, a complete procedure can be exploited as a set of partially ordered steps of such a kind of functions. The formalisation of such a steps allows to evaluate procedures devoted to the same goal, introducing metrics for comparing them in terms of originality or imitation. Furtherly, a contextual analysis of different procedures devoted to similar goals allows to verify possible variations in the procedures, introducing innovation and changes on the basis of the available examples. The changes can be automated through proper algorithms, just using techniques of learning by examples, in the respect of verifiable constraints. The results can be verified, and used again as a new enriched experienced basis to improve the innovation procedures. The paper will describe the approach for the analysis and the description, will propose an experienced metric, and will show examples of generation of new innovative methods based on the automated analysis of successful examples. All the practical examples will be expressed in cooking recipes, described, compared in terms of plagiarism with properly defined metrics, improved with automatic generation based on experience and examples, properly checked and validated.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id cabb
authors Broughton, T., Tan, A. and Coates, P.S.
year 1997
title The Use of Genetic Programming In Exploring 3D Design Worlds - A Report of Two Projects by Msc Students at CECA UEL
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 885-915
summary Genetic algorithms are used to evolve rule systems for a generative process, in one case a shape grammar,which uses the "Dawkins Biomorph" paradigm of user driven choices to perform artificial selection, in the other a CA/Lindenmeyer system using the Hausdorff dimension of the resultant configuration to drive natural selection. (1) Using Genetic Programming in an interactive 3D shape grammar. A report of a generative system combining genetic programming (GP) and 3D shape grammars. The reasoning that backs up the basis for this work depends on the interpretation of design as search In this system, a 3D form is a computer program made up of functions (transformations) & terminals (building blocks). Each program evaluates into a structure. Hence, in this instance a program is synonymous with form. Building blocks of form are platonic solids (box, cylinder, etc.). A Variety of combinations of the simple affine transformations of translation, scaling, rotation together with Boolean operations of union, subtraction and intersection performed on the building blocks generate different configurations of 3D forms. Using to the methodology of genetic programming, an initial population of such programs are randomly generated,subjected to a test for fitness (the eyeball test). Individual programs that have passed the test are selected to be parents for reproducing the next generation of programs via the process of recombination. (2) Using a GA to evolve rule sets to achieve a goal configuration. The aim of these experiments was to build a framework in which a structure's form could be defined by a set of instructions encoded into its genetic make-up. This was achieved by combining a generative rule system commonly used to model biological growth with a genetic algorithm simulating the evolutionary process of selection to evolve an adaptive rule system capable of replicating any preselected 3D shape. The generative modelling technique used is a string rewriting Lindenmayer system the genes of the emergent structures are the production rules of the L-system, and the spatial representation of the structures uses the geometry of iso-spatial dense-packed spheres
series CAAD Futures
email
last changed 2003/11/21 15:16

_id ad6c
authors Brown, A., Gavin, L., Berridge, P. and Knight, M.
year 2001
title An Active World - Architectural Information Interchange via 3D Internet Environments
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 365-370
doi https://doi.org/10.52842/conf.ecaade.2001.365
summary The eCAADe organisation has the long term role to promote and facilitate the discussion and interchange of ideas relating to a broad range of issues in the field of CAAD education and research. The new technologies that have come together to give us the environment that we know as the Internet has offered a range of stimuli for new initiatives. A research group has been established to investigate and explore a particular aspect of this new potential with the goal of creating an eCAADe Virtual world as a vehicle for testing the associated ideas. This papers reports on the recent developments on this project.
keywords Internet, 3D-Worlds, Virtual Meeting, ECAADe, Collaboration
series eCAADe
email
last changed 2022/06/07 07:54

_id 2ccf
authors Brown, A., Gavin, L., Berridge, Ph., Achten, H. and Knight, M.
year 2000
title Virtual eCAADe Galleries and Meeting Places
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 157-163
doi https://doi.org/10.52842/conf.ecaade.2000.157
summary This paper describes the first steps taken to establish a virtual gallery as a device to enable the display and sharing of information, both within the eCAADe organisation and for other interested or related parties. Initially an important role of the gallery would be to display student work from all of the member states of eCAADe. With this feature established we might then want to move on to providing additional elements within the world which could allow exchange of views; discussion; points of contact; and the provision of educational and research information relating to CAAD. The paper will describe the potential of the different kinds of gallery that might be appropriate. The worlds reviewed will deal with sites which offer a collaborative environment represented in a three dimensional form. We will comment on some specific relevant examples, and review their appropriateness against a set of relevant criteria. The proposals that we make will be open to review and comment by eCAADe members before a fully working site is constructed.
keywords eCAADe, Virtual Meeting Places, Internet
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id aef9
id aef9
authors Brown, A., Knight, M. and Berridge, P. (Eds.)
year 1999
title Architectural Computing from Turing to 2000 [Conference Proceedings]
source eCAADe Conference Proceedings / ISBN 0-9523687-5-7 / Liverpool (UK) 15-17 September 1999, 773 p.
doi https://doi.org/10.52842/conf.ecaade.1999
summary The core theme of this book is the idea of looking forward to where research and development in Computer Aided Architectural Design might be heading. The contention is that we can do so most effectively by using the developments that have taken place over the past three or four decades in Computing and Architectural Computing as our reference point; the past informing the future. The genesis of this theme is the fact that a new millennium is about to arrive. If we are ruthlessly objective the year 2000 holds no more significance than any other year; perhaps we should, instead, be preparing for the year 2048 (2k). In fact, whatever the justification, it is now timely to review where we stand in terms of the development of Architectural Computing. This book aims to do that. It is salutary to look back at what writers and researchers have said in the past about where they thought that the developments in computing were taking us. One of the common themes picked up in the sections of this book is the developments that have been spawned by the global linkup that the worldwide web offers us. In the past decade the scale and application of this new medium of communication has grown at a remarkable rate. There are few technological developments that have become so ubiquitous, so quickly. As a consequence there are particular sections in this book on Communication and the Virtual Design Studio which reflect the prominence of this new area, but examples of its application are scattered throughout the book. In 'Computer-Aided Architectural Design' (1977), Bill Mitchell did suggest that computer network accessibility from expensive centralised locations to affordable common, decentralised computing facilities would become more commonplace. But most pundits have been taken by surprise by just how powerful the explosive cocktail of networks, email and hypertext has proven to be. Each of the ingredients is interesting in its own right but together they have presented us with genuinely new ways of working. Perhaps, with foresight we can see what the next new explosive cocktail might be.
series eCAADe
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 63ea
authors Brown, A.G.P., Berridge, P. and Mackie, D.
year 1997
title Gaming as a Vehicle for Collaborative Designcollaborative design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.c5x
summary This paper outlines one approach to addressing the problem of participation in a properly understood process and goes on to show how the principles used are being reinforced by an interactive computer based application.
keywords Collaborative Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/berridge/berridge.htm
last changed 2022/06/07 07:50

_id c211
authors Brown, A.G.P.
year 1986
title A Year's Experience with CATIA and CADAM
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 7-16
doi https://doi.org/10.52842/conf.ecaade.1986.007
summary In June 1985 Liverpool University obtained the CAD packages CATIA and CADAM to run on its IBM 4341 mainframe. The following is a brief description of the investigations which have taken place in the first year of their implementation to gauge the usefulness of these packages, principalLy as CAAD teaching aids. Neither CATIA nor CADAM were initially developed as architectural design aids so a matter of initial concern was their appropriateness for teaching (and possibly research) in an architectural environment.
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20108408
id ijac20108408
authors Brown, Andre; Nicholas Webb
year 2010
title Examination of the Designs by Auguste Perret Using Digitally-Enabled Forensic Techniques
source International Journal of Architectural Computing vol. 8 - no. 4, p. 537
summary This paper discusses how digitally-enabled techniques can be used to augment our understanding of a designer's work, particularly in relation to unbuilt or lost projects. In the first half of the twentieth century Auguste Perret gained international recognition for his buildings and we employ two of his unbuilt museums as the basis for illustration of the technique. Current knowledge of his unbuilt projects is based on surviving literature and incomplete illustrations. We show that the use of digitally-enabled techniques facilitates a fuller examination of the original material. Interpretation of material requires parallel studies into the architect, their influences and the context they operated within in order to extrapolate and fill gaps in an informed way. The construction of various digital representations enables a forensic analysis of the projects; consequently we can produce a richer set of information that can, in turn, enhance our analysis and understanding of an architect and their work, in this case, Perret.
series journal
last changed 2019/05/24 09:55

_id ijac20097106
id ijac20097106
authors Brown, Andre; Saeed, Ghousia; Knight, Michael
year 2009
title Finding Your Way Around Heritage Sites: the Delivery of Digital Information to Mobile Devices
source International Journal of Architectural Computing vol. 7 - no. 1, 105-120
summary An information enriched 3D digital city model connected wirelessly with the real-time user interaction has the potential to deliver an effective piece in the pervasive computing jigsaw. Real-time location awareness can contribute to the effective delivery of 3D digital city models and associated information to small mobile devices. Location awareness is also one of the vital elements of ubiquitous computing systems; together the mobile hardware and its interactive contents can be thought of as 'everyware'. This paper describes the work - undertaken with different technological systems that have potential for pedestrian location sensing connecting the pedestrian user with real and virtual environments simultaneously. In particular we look at how users can be correctly located and efficiently informed about buildings and artefacts that are part of the spectrum of built forms that together are referred to as Architectural Heritage sites.
series journal
last changed 2009/06/23 08:07

_id 2796
authors Brown, Andy and Lee, Hwa, Ryong
year 1998
title A Mental Space Model
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 27-42
summary The architectural design process is often characterised a series of evolving ideas, and involving a cyclical process between design and visualisation. However, the nature of the internal representation still remains unclear. What is actually represented in a designers mental space and what drives and influences the mental design process? If we wish to programme a computer to mimic or work in tandem with the mental processes involved we need to make that representation and the associated cognitive processes explicit. The ways that designers form mental representations are so diverse, personal, and often transient that it is not easy to externalise and articulate them in explicit terms. In order to propose a mental model, we can take in a particular I psychological research approach; that of introspective observation from design drawing . In doing so, we posit an assumption that the designer's drawing can be seen as an extension of the internal mental feature, and hence internal representation could be inferred from the analysis of external representation - the drawing or sketch. This approach contrasts with the protocol analysis approach where mental operations are inferred from words, what could be termed thinking aloud.
series plCAD
email
last changed 2003/05/17 10:01

_id c05e
authors Brown, Andy and Nahab, May
year 1996
title Human Interpretation of Computer Generated Architectural Images
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 61-70
summary The hardware and software used by architects to produce drawings and rendered images (static and dynamic) has advanced over the past decade to the point where it is now routine for architects to add rendered (and otherwise manipulated) images to the more routine 2D drawing as a product to convey the building to others. Although the 2D drawing (as plan section, elevation or detail) remains the fundamental and most prevalent kind of image being produced by architects, we regard it as timely to take stock of the effect of how we interpret the computer generated images that are being produced. We want to address the question of how humans, with a wide range of backgrounds and predispositions interpret such images. This paper takes previous studies which consider image interpretation and image generation by computer and begins to apply the techniques and jcndings to contemporary CAD image making.
keywords
series other
email
last changed 1999/04/08 17:16

_id 42ad
authors Brown, Karen M. and Charles, Curtis B.
year 1995
title Computers in the Professional Practice of Design
source McGraw-Hill, New York
summary While CADD technology is becoming commonplace in most design firms today, the wherewithal to take full advantage of computer technology generally as a business tool is often missing. This book will give the reader that ``holistic'' information on how to integrate the CADD function with other common applications--from word processing of construction documents to creating project budget spreadsheets to project management to database management. The book will touch on examples of commonly used software packages and hardware platforms, but will otherwise treat those subjects generically.
series other
last changed 2003/04/23 15:14

_id 4202
authors Brown, Michael E. and Gallimore, Jennie J.
year 1995
title Visualization of Three-Dimensional Structure During Computer-Aided Design
source International Journal of Human-Computer Interaction 1995 v.7 n.1 pp. 37-56
summary The visual image presented to an engineer using a computer-aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three-dimensional (3-D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two-dimensional (2-D) surface. The objective of this research is to examine the effects of stereopsis on subjects' ability to (a) accurately transfer to, and retrieve from, long-term memory spatial information about 3-D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3-D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0° and 180°. In each trial, the subject's task was to determine, as quickly and as accurately as possible, whether the trial object was the same shape as the memorized object or its mirrored image. One of the two cases was always true. To assess the relative merits associated with disparity and interposition, the two depth cues were manipulated in a within-subject manner during the study period and during the trials that followed. Subject response time and error rate were evaluated. Improved performance due to hidden surface is the most convincing experimental finding. Interposition is a powerful cue to object structure and should not be limited to late stages of design. The study also found a significant, albeit limited, effect of stereopsis. Under specific study object conditions, adding disparity to monocular trial objects significantly decreased response time. Response latency was also decreased by adding disparity information to stimuli in the study session.
series journal paper
last changed 2003/05/15 21:45

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