Collaborative Shape Conceptualization in Virtual Design Environments

2001 ◽  
Vol 44 (12) ◽  
pp. 59-63 ◽  
Author(s):  
Imre Horváth ◽  
Zoltán Rusák
Author(s):  
Imre Horva´th ◽  
Zolta´n Rusa´k ◽  
Joris S. M. Vergeest

The fourth generation of CAD/E systems appears in the form of collaborative virtual design environments (CVDEs). These distributed design support systems are based on a still developing new paradigm. Consequently, the standard architecture, functionality, and implementation of CVDEs are not fully elaborated yet. It is believed that six fundamental components are needed for a fully featured implementation: i. enhanced CAD/E kernel functionality, ii. multi-site imagining and advanced interaction, iii. high-speed communication and multi-channel networking, iv. collaboration support and virtual presence, v. knowledge asset management, and vi. interface to virtual enterprises. This paper investigates the supporting technologies with the aim to explore what is available, satisfactory, compatible, and experienced. The authors found that remarkable results have been achieved in terms of the supporting technologies, but for some CVDEs functions the technologies are not available so far. Currently the largest problem is to integrate the highly heterogeneous technologies into one coherent system. This is due partly to the inherent complexity of the problem, and partly to the uneven maturity of the technologies. It can be predicted without any hazard that dramatic changes will be witnessed soon in this front of research and development.


2020 ◽  
pp. 159-163
Author(s):  
Waldemar Jenek ◽  
Glenda Caldwell ◽  
Jared Donovan ◽  
Veronica Garcia Hansen ◽  
Matt Adcock ◽  
...  

This case study explores how architecture students can learn to design media architecture within virtual design environments tools. The target participants of this study are advanced (i.e. 3rd year) architecture students at the University of Applied Science, Bochum, Germany. To evaluate the student-experience, students were asked to develop a media architecture structure during the semester. Once the project finished the students provided feedback via surveys and interviews. The feedback was analysed employing thematic analysis. The case study shows that students are curious about technology in the design process and that technology has a growing relevance in an architecture career. The feedback will be used to improve future teaching approach.


2007 ◽  
Vol 32 (2) ◽  
pp. 55-64
Author(s):  
Jamal Al-Qawasmi

The influence of digital media and information technology on architectural design education and practice is increasingly evident. There has been an astonishing shift in the way architecture is being taught and produced. Networked virtual design environments such as the virtual design studio (VDS) have been introduced in many architectural schools as new ways of teaching and learning design. Applying virtual design education in developing countries such as the Arab states brings with it various opportunities and challenges. As a new phenomenon, little research has been done to study the cultural implications of the new virtual design environments (VDE). This paper examines the new paradigm of teaching and learning design virtually and the possible cultural implications of its implementation in developing countries such as the Arab world.


2001 ◽  
Vol 44 (12) ◽  
pp. 40-43 ◽  
Author(s):  
James M. Ragusa ◽  
Grace M. Bochenek

1994 ◽  
Vol 3 (1) ◽  
pp. 94-107 ◽  
Author(s):  
Gurminder Singh ◽  
Luis Serra ◽  
Kim Fairchild ◽  
Timothy Poston

Developing virtual worlds using toolkits and conventional programming-based approaches is a tedious, time-consuming, and often frustrating task. Too much learning of the toolkits and the basic development technology is necessary before the development can start. Even after that, it takes a long time to develop, test, and modify virtual worlds. At ISS, we are following a highly interactive and visual approach to virtual world construction, which allows virtual world designers to work with high-level concepts. This approach facilitates exploration in design and rapid prototyping. To achieve our goal, we are focusing on the following four base technologies: Bricks, a toolkit to support the development of virtual worlds; WorldNet, a toolkit to support the development of network-based virtual worlds; VizNet, a system that helps visualize a large collection of objects; and the Virtual Workbench, a crafting environment that uses virtual reality to build and manage objects.


Planta Medica ◽  
2010 ◽  
Vol 76 (12) ◽  
Author(s):  
I Castro-Gamboa ◽  
R Burgos ◽  
P Cardoso ◽  
F Carnevale ◽  
A Pilon ◽  
...  

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