Immersion in Early Architectural Design in the Age of Computing
Notice bibliographique
Résumé
This dissertation proposes a concept of immersion as an integral aspect of a general theory of the (early phase) architectural design act in the age of computing. Computing has influenced design in two major ways – as a metaphor shaping contemporary understanding of the design process, and as a machine used in the practice. The history of the relationship between these two modes of influence is traced to locate immersion in a model of the architectural design process. Early design is explored in this study by a comparative study of design across variously technologically mediated sketching environments. This process is considered as an individual process. Collaborative design is set aside.Computing has influenced design in two ways – as a metaphor for the process and as a machine used in the process. These two types of influences could also be understood to define two distinct tracks along which research in computer aided design has been developed. As a machine, computing has been studied in the fields like evaluation simulations in various domains such as acoustics, energy consumption, structural analysis, emergency evacuations, generative models, and representational models. Research in the broad field of design and computing can also be understood to have developed along these two tracks. Sketching has emerged as the predominant mode of interest to scholars who study design as a cognitive activity.Recent technological developments in the field of computational support to augment sketching, which is an important representational mode in early design, enable designers to sketch immersively ‘at the site’. The significance of this technological advancement, which makes the site available to the designer/architect at human scale, to architectural representation, especially in the early design process, remains poorly understood. This new capacity for immersive sketching is used as a starting point for developing the concept of immersion in architectural design. The Hybrid Ideation Space (HIS), an immersive sketching environment developed in the Industrial Design faculty at the University of Montreal by Prof. Tomas Dorta and his colleagues is used.Hitherto, much of the scholarship has been focused on the study of design (as a process) and sketching (as a practice). Immersion has been understood as a property of the technology used during designing. Presence, a related but distinct idea has been understood as a property of the user (or in this case, designer). An examination of the technological context of the HIS and the theoretical context of scholarship of design as a process and as a mediated practice, it is argued that immersion is not strictly a geometrical or spatial idea, or a property of the technology, but exists at the intersection of a three-way relationship between designer, design representation and design context.A concept of immersion as an aspect of designing is developed in this thesis through a combination of theoretical inquiry and empirical, exploratory comparative case studies involving a conceptual design problem made available to participants in three different mediated design environments – sketching at the site, sketching in the HIS, and sketching based on a set of photographs of the site. This work sets the stage for narrower, quantitative experimental work which could further refine and detail the proposed concept of immersion, enable cross-media analysis of designing and contribute to the understanding of design as a systematic, purposeful activity.
Récupéré en direct depuis OpenAlex et désinversé. Les résumés ne sont pas conservés dans cette base de données : les index inversés représentent 8,6 Go des 9,3 Go de texte de la base, et le serveur dispose de 13 Go libres.
Comment cette classification a été obtenuedéplier
Prédiction machine sur la base complète
Imitation des enseignantsNi prévalence calibrée, ni vérité terrain. Validation humaine à venir. Le volet Gemma est une étiquette directe du modèle pour chaque travail de la base, lue sur la notice réduite au titre. Le volet Codex est un classifieur appris des 10 348 étiquettes directes de Codex et calibré sur les taux pondérés de l'échantillon; les champs sans appui suffisant ne portent aucun appel Codex. Le mode candidate est l'union des deux volets; le consensus est leur intersection. Ces sorties portent le statut machine_predicted_unvalidated et ne sont pas des étiquettes humaines.
Scores du classifieur distillé par catégorie (deux têtes)
| Catégorie | Codex | Gemma |
|---|---|---|
| Métarecherche | 0,006 | 0,011 |
| Méta-épidémiologie (sens strict) | 0,001 | 0,001 |
| Méta-épidémiologie (sens large) | 0,001 | 0,001 |
| Bibliométrie | 0,002 | 0,001 |
| Études des sciences et des technologies | 0,006 | 0,036 |
| Communication savante | 0,012 | 0,014 |
| Science ouverte | 0,001 | 0,009 |
| Intégrité de la recherche | 0,003 | 0,004 |
| Charge utile insuffisante (le modèle a refusé de juger) | 0,007 | 0,001 |
Scores machine (provisoires)
Les deux têtes enseignantes du modèle étudiant, lues sur ce travail. Un score ordonne la base pour la relecture; il n'affirme jamais une catégorie, et le statut de validation accompagne chaque rangée tel quel.
Scores de référence d'un modèle non mature (critères de maturité non atteints, 7 itérations). Un score ordonne; il n'affirme jamais une catégorie.
score_only:v0-immature-baseline · tel quel depuis la passe de notation : score_only signifie que le nombre peut ordonner les travaux, et qu'aucune étiquette de catégorie n'en découleClassification
machine, non validéePrédiction automatique; un appel candidat d’une seule source (Gemma direct ou Codex distillé), pas un consensus.
Le détail, modèle par modèle et score par score, se trouve en fin de page sous « Comment cette classification a été obtenue ».