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Showing papers by "Thomas Kvan published in 2002"


Journal ArticleDOI
TL;DR: Work carried out by the authors to investigate potential applications for architectural modelling, as well as an attempt to explore the limits of the technology are described.
Abstract: Rapid prototyping (RP) technology has developed as a result of the requirements of manufacturing industry. There are a number of other application areas where RP has been used to good effect and one of these is architectural modelling. However, such application areas often have different requirements from what is offered by the current technology. This paper describes work carried out by the authors to investigate potential applications for architectural modelling, as well as an attempt to explore the limits of the technology. It will go on to discuss how the technology may be developed to better serve the requirements of architects.

110 citations



01 Jan 2002
TL;DR: Findings from three experiments are reviewed from which it can be seen that students producing above average solutions involved more structural activities than the mediocre cases.
Abstract: The role of structural activities and other solution searching activities in design learning and problem solving have been identified in laboratory studies of problem solving and also in case studies of design teaching.. In laboratory studies, students have solved creative problems collaboratively under various communication conditions. The case studies follow students working on the same problem under two conditions – one group is taught using traditional face-to-face teaching while the other group is additionally supported by a textbased web board. This paper review findings from three experiments from which we can see that students producing above average solutions involved more structural activities than the mediocre cases. These successful cases engaged in textual expression of their design solutions. Computer tools for design should therefore support multiple representations of design work.

8 citations


01 Jan 2002
TL;DR: In this article, the authors present the results from two experiments in working on descriptions of 3D volumes in immersive virtual environments (IVE) and identify how designers use and communicate early design ideas by using immersive three-dimensional(3D) VEs and how they describe 3D volume using different media.
Abstract: This paper presents the results from two experiments in working on descriptions of form in immersive virtual environments (IVE). Recently, Virtual Environments (VE) are increasingly used as environments for design and research. 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 interaction and expression. The goal of our studies was to identify how designers use and communicate early design ideas by using immersive three-dimensional (3D) VEs and how they describe 3D volumes using different media. We set-up a series of experiments including navigation- and perception-tasks, designing in IVE, transcription of design, remote communication between design partners and controlled observations. We explored initial intentions of 3D-immersive design schemes, textual descriptions and collaborations within IVE. This paper describes the outcome of creation, interpretation and communication of architectural design, by using an Immersive Joint Design Studio, as well as the description and translation of a 3D cubic structure. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS), and how this approach of design studio enables to understand volumes and spatial relationships.

8 citations


01 Jan 2002
TL;DR: The goal of this study is to identify how designers perceive space in Virtual Environments (VE) and explore issues of quality, accuracy and understanding of rebuilding architectural experienced.
Abstract: In this paper, we examine the perception and understanding of spatial volumes within immersive, non-immersive virtual environments and physical models and their translation to a tangible representation in a series of design-representation experiments. Students experienced, assessed, and analysed spatial relationships of volumes and spaces and subsequently constructed models of these spaces. The goal of our study is to identify how designers perceive space in Virtual Environments (VE). We explore issues of quality, accuracy and understanding of rebuilding architectural experienced. By comparison of the same task within a screen-based or real 2D realm, we are able to draw some conclusions about aspects particular to immersive VE activity.

5 citations


01 Jan 2002
TL;DR: In this paper, the authors describe how Rapid Prototyping technology has been integrated into a conceptual design course in the Department of Architecture in The University of Hong Kong, where students have been using this technology for nearly 3 years now and the demand for models and the range and complexity of the models is ever increasing.
Abstract: This paper describes how Rapid Prototyping technology has been integrated into a conceptual design course in the Department of Architecture in The University of Hong Kong. Students have been using this technology for nearly 3 years now and the demand for models and the range and complexity of the models is ever increasing. A number of factors have been found to be of general interest; including the constraints of technology used; the use of colour; material and texture; and applications. Some observations on use of software are also included. As a result of this program; a large research project is now looking into the differences in the teaching of design and conceptual modelling to Architectural and Mechanical Engineering students.

5 citations