The document summarizes a final year design project aimed at developing a tool to aid 3D visualizations for architecture students. It discusses architecture education and identifies key concepts in courses like climatology and architectural graphics that could benefit from design interventions. Literature on using VR and virtual environments in architecture learning was reviewed. A user study with architecture professors and students provided insights into how concepts are currently taught and applied. The project aims to experiment further to identify gaps and develop a solution incorporating blended learning and collaboration to help students better understand 3D visualization and planning concepts.
Tell me what you want and I’ll show you what you can have: who drives design of technology for learning?
Associate Professor Sue Cobb
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
NMC 2012 Media Tools for Reflection in Learning-lastAnna Keune
Teemu Leinonen and I hosted a Breakout Session at the NMC Summer Conference 2012 on the new media tools for reflection for learning, that we designed together with our colleagues Tarmo Toikkanen and Jukka Purma at the Learning Environments Group of the Aalto University School of Arts, Design and Architecture.
Tell me what you want and I’ll show you what you can have: who drives design of technology for learning?
Associate Professor Sue Cobb
Interactive Technologies and Games (ITAG) Conference 2014
Health, Disability and Education
Dates: Thursday 16 October 2014 - Friday 17 October 2014
Location: The Council House, NG1 2DT, Nottingham, UK
NMC 2012 Media Tools for Reflection in Learning-lastAnna Keune
Teemu Leinonen and I hosted a Breakout Session at the NMC Summer Conference 2012 on the new media tools for reflection for learning, that we designed together with our colleagues Tarmo Toikkanen and Jukka Purma at the Learning Environments Group of the Aalto University School of Arts, Design and Architecture.
Practice-based research methods: Challenges and potentialsLina Markauskaite
Master class on practice based research methods 11 December 2019.
Education as an applied interdisciplinary research field faces acute challenges in defining the nature and scope of practice-based research. Constantly shifting notions of what it means to learn and, consequentially, what it means to teach make practice-based research a fluid and muddy concept. Increasing technologisation of learning environments and heightened expectations concerning the role of evidence in situated educational decisions have led some scholars to suggest a range of new approaches that are seen as more suitable for quickly changing research and practice contexts and capable to connect research with practice, design with teaching, and data with action. In this presentation, I discuss some different ways of thinking about these connections and emerging from them methodological implications. I argue that practice-based research has to ground itself in a much better understanding of diverse ways of knowing and embrace the notion of the methodological craftsmanship.
2022_01_21 «Teaching Computing in School: Is research reaching classroom prac...eMadrid network
2022_01_21 «Teaching Computing in School: Is research reaching classroom practice?». Sue Sentance, director of the Raspberry Pi Computing Education Research Centre, University of Cambridge
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVA...EuroCAT CSCL
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR
Niki Lambropoulos and Fintan Culwin presented at the Euro-CAT workshop in Barcelona 05/02/2010
Technology, especially IT has affected our lives. Various activities are getting streamlined due to IT. The world today is characterized by powerful IT, forces of collaboration and digitization.
Effect of mixed media visualization on learner perceptions and outcomesBond University
Pilot study presented at the 25th Australasian Conference on Information Systems - examining the effect of mixed media visualization on learner perceptions and outcomes in 3D spatial modeling. Presented is an evaluation of physical and virtual media (3D Printed, Virtual Reality and 2D Projection) and several core guidelines for more in-depth research on the interaction between media for improved learning in domains which really on visualizations and manipulations.
Practice-based research methods: Challenges and potentialsLina Markauskaite
Master class on practice based research methods 11 December 2019.
Education as an applied interdisciplinary research field faces acute challenges in defining the nature and scope of practice-based research. Constantly shifting notions of what it means to learn and, consequentially, what it means to teach make practice-based research a fluid and muddy concept. Increasing technologisation of learning environments and heightened expectations concerning the role of evidence in situated educational decisions have led some scholars to suggest a range of new approaches that are seen as more suitable for quickly changing research and practice contexts and capable to connect research with practice, design with teaching, and data with action. In this presentation, I discuss some different ways of thinking about these connections and emerging from them methodological implications. I argue that practice-based research has to ground itself in a much better understanding of diverse ways of knowing and embrace the notion of the methodological craftsmanship.
2022_01_21 «Teaching Computing in School: Is research reaching classroom prac...eMadrid network
2022_01_21 «Teaching Computing in School: Is research reaching classroom practice?». Sue Sentance, director of the Raspberry Pi Computing Education Research Centre, University of Cambridge
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVA...EuroCAT CSCL
Tools and Evaluation Techniques to Support Social Awareness in CSCeL: The AVATAR
Niki Lambropoulos and Fintan Culwin presented at the Euro-CAT workshop in Barcelona 05/02/2010
Technology, especially IT has affected our lives. Various activities are getting streamlined due to IT. The world today is characterized by powerful IT, forces of collaboration and digitization.
Effect of mixed media visualization on learner perceptions and outcomesBond University
Pilot study presented at the 25th Australasian Conference on Information Systems - examining the effect of mixed media visualization on learner perceptions and outcomes in 3D spatial modeling. Presented is an evaluation of physical and virtual media (3D Printed, Virtual Reality and 2D Projection) and several core guidelines for more in-depth research on the interaction between media for improved learning in domains which really on visualizations and manipulations.
UCD and Technical Communication: The Inevitable MarriageChris LaRoche
Presentation about the increasingly collaboration and needs of technical communication to work with and become competent within UX and UCD methods and principles.
Interface Design - an overview on recent findings in HCI research and examples of interfaces created by WebFoo Interface Division.
This slideshow was presented by our Creative Director, Mihai Varga, at a guest lecture at Surrey University in March 2014.
Abstract
This paper will present interim reflections on an ongoing pilot educational project being undertaken with the 2013-2014 new undergraduate cohort of Planning students in the three existing programmes at the Bartlett School of Planning (BSP) in University College London (UCL): Urban Planning, Design and Management (UPDM), Planning and Real Estate (PRE) and Urban Studies (US). The main purpose of this project is to enhance the University-level agenda for key transferable skill development (academic; self-management; inter-personal, but most importantly, communication) via active production of design (e-)artefacts of paramount value for employability in the Built Environment – the (i-)portfolio. It also aims to contribute to wider pedagogical and theoretical debates on the nature and value of the use of technology in Built Environment higher education. The project is developed
in two stages, over the academic year. During terms 1 and 2 (October-December and January-March), the project will pilot the use of iPads as a dynamic learning tool in graphic communication, and will explore the potential of technology-enabled features and utilities to improve student engagement and foster individual learning. In terms 2 and 3 (April - June) the project will pilot the use of iBooks as a dynamic learning resource in phenomenological pedagogy, with the aim of building on the capacity for our graduates to become ‘reflective practitioners’. It will do so by promoting the co-development of i-portfolios as design (e-)artefacts that enable and reinforce the values of self-regulated and flexible learning and ongoing personal/career development.
Electronic Portfolio: Fostering Critical Reflection is a collaborative effort of three faculty members and three students at Red River College - RED Forum conference presentation on May 10, 2019.
Acknowledgement:
Thank you to RRC Staff: Amanda Le Rougetel, (pp. 8-9) and Matt Miles (p. 10), and former/current RRC Students: Mary Jeslyn Granil-Arguelles (p. 5), Chenting Qian (p. 6), and Ynah Penas (p. 7) without whose expertise this presentation would not have been possible.
Citation:
Zuba Prokopetz, R., Le Rougetel, A., Miles, M., Granil-Arguelles, M. J., Qian, C., & Penas, Y. (2019, May 10). Electronic portfolio: Fostering critical reflection. Presentation at RED Forum conference, Winnipeg, Manitoba.
A PRELIMINARY STUDY ON MULTIDISCIPLINARY DESIGN FRAMEWORK IN A VIRTUAL REALIT...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework
(MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study
was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing
collaborative design in a VRLE. The objective was to introduce and implement a synchronous
multidisciplinary design teaching and learning engagement framework with asynchronous online
documentation that manages and evaluates evidence of learning outcomes. This study employed a
sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students
from the creative media specializations in collaboration with 39 other students from the business,
computing, communication, and product design degree students over a 14- weeks duration. Students were
surveyed using online questionnaires, interviews, and observations by the module facilitator for the
quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding
of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3%
from the previous cohort that was without the framework and VRLE support. Overall, the students’
commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of
collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone.
The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and
could be applied to all higher education multidisciplinary collaborations in a VRLE.
A Preliminary Study on Multidisciplinary Design Framework in a Virtual Realit...ijma
This article presents a preliminary study on the effectiveness of the multidisciplinary design framework (MDF) for teaching and learning in a Virtual Reality Learning Environment (VRLE). The aim of the study was to investigate the students’ learning experiences with fully remote multidisciplinary groups, practicing collaborative design in a VRLE. The objective was to introduce and implement a synchronous multidisciplinary design teaching and learning engagement framework with asynchronous online documentation that manages and evaluates evidence of learning outcomes. This study employed a sequential explanatory mixed method research on a quasi-experiment involving 30 undergraduate students from the creative media specializations in collaboration with 39 other students from the business, computing, communication, and product design degree students over a 14- weeks duration. Students were surveyed using online questionnaires, interviews, and observations by the module facilitator for the quantitative and qualitative data collection. A triangulation protocol was used for the convergence coding of three data sets. Results revealed that there were 85% students scoring grade A’s as compared to 69.3% from the previous cohort that was without the framework and VRLE support. Overall, the students’ commented that the multidisciplinary design collaboration was beneficial, realizing the advantage of collaborating to merge various skill sets and knowledge to solve problems that couldn’t be solved alone. The study’s finding implied that the MDF effectively achieved the teaching and learning outcomes and could be applied to all higher education multidisciplinary collaborations in a VRLE.
The project was done as part of my summer internship at University of Applied Sciences, Western Switzerland (HES-SO) under the guidance of Prof.(Dr.) Florian Evequoz. The objective of project was to on the design an E-Government Application called CARES( Computer-Aided Requirements Engineering Software).It is a cloud-based requirements engineering (RE) tool allowing Swiss public administrations to create WTO-conform procurement documents towards their business processes.
With CARES, authorities will be able to:
• Document and model their business processes (BP) as recommended by Swiss E-Government standards
• Use the BP represented in BPMN as a basis for Requirements Engineering (RE)
• Enrich the process documentation in case BPMN would not be sufficient for RE
• Generate a complete requirements report that can be published as a request for proposal
Following a UX design lifecycle literature and online study was done and comparative analysis of the related software (Signavio) in the domain was performed. Next user interviews and contextual inquiry were carried out by travelling to Swiss cities and meeting the users from Swiss IT companies, public administrations etc. The interviews were recorded and documented. Affinity analysis of the user interviews was done and several ideas and insights were generated through Brainstorming .New goals were defined, two user personas were identified and information architecture was build. Finally prototypes were made in form of high fidelity wireframes and visuals
ChemicAble is an interactive tabletop interface that helps students of grade 8-10 understand ionic compound formation. It acts as an exercise tool for students to understand better the concepts of ionic bonding by letting them explore and learn. It has first 20 elements of the periodic table being represented by 20 hemispherical tokens (atoms). Lewis dot structure which is being taught in these classes, formed the basis of our instructional content for the prototype.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Can AI do good? at 'offtheCanvas' India HCI prelude
Learning Tool for Architects
1. Understanding fundamental concepts of learning in
architecture to design a tool aiding in 3D visualizations
of architecture students
Final Year Design Project
Guide: Prof.(Dr.) Pradeep Yammiyawar
Vikas Luthra 10020544
Maulishree Pandey 10020524
3. What is this architecture all about?
• Architecture is the process of planning, designing and constructing form, space and ambience that reflect
functional, technical, social, environmental, and aesthetic considerations of physical structures.
• An architect is trained and licensed to plan, design, and oversee the construction of buildings. Term
architect derives from the Latin architectus meaning chief builder
5. Objective
• Studying the architecture pedagogy with regard to the fundamental concepts being taught in
curriculum of architecture.
• Identify the relevant course, and understand the content and manner of instruction, through literature
and user study.
• Propose learning solutions that can better the understanding of these concepts among student of
architecture and allied fields
Secondary UserPrimary User Architect students
Architecture
Professors
7. Design Methodology
Research User Study Ideate
Prototype
Literature Study
Online Research
Observation
Contextual
Inquiry
User Interview
Experiment
Brainstorming
Design Brief
Task flows
User Study
Analysis
Concept Sketches
Development
10 Aug’13 -30 Aug‘13 1 Sep’13 -5 Oct’13 6 Oct’13 -12 Oct‘13 13 Oct’13 – 29 Nov‘13
8. “Let us read some case study and
do some data collection”
9. Literature Study-what we read
• Architecture and Learning.
• Study about visualization of spaces by architect students and its representation into 2D and 2.5D on
paper
• Virtual Reality solutions and other technological interventions in learning for architects .
• Identify the major courses taught to architects students that could have some design intervention.
10. Architecture and learning….
• Learning in architecture necessitates thinking of mental images and presenting those images on paper,
and sometimes as physical models or computer generated models.
• Education in architecture be it expert or non expert is a communication process with mainly exchange
of visual images
• Visuospatial thinking theories are especially suited for the purpose of learning in and about
architecture which both rely heavily on the notion that thinking consists of mental images and
principled manipulation of mental images
• Architectural learning requires requires ‘learning by doing’ in a studio environment through which
students acquire experience working in a social context of peers thus aligning itself with constructivist
form of learning
13. Using Second Life Desktop based E-learning attempts
….
Sloodle
Second Life for
teaching HCI course
14. Other attempts….
Example of photorealistic
visualization of a generated
3D city model within the GUI
(left) and NPR of the cadastral
data shown in Figure 1 on the
workbench (right).
CLEV-R
URP3D Puppetry
15. “What did we learn from long hours of
staring at screens and books”
16. Literature study -Inferences
WHAT IS DONE? POSSIBILITIES
Immersive VR – ART + COM, Virtual
Tours of proposed building sites
Desktop based VR – Second Life, Clev-R
Text Based VR – MUDs
Tangible + VR, along the lines of 3D
Puppetry
Augmented Reality and VR, along the
lines of URP
17. Literature study -Inferences
• Architects have numerous tools and software to help them visualize
and model their plans in 3D, and adoption of these tools has risen
significantly in the architectural community.
•There have been multiple projects to encourage collaborations
between architects, professionals from related fields and non-
architects. Examples – Simulation of the SF Bridge, IJBurg, VIPA, etc.
• Architects learn best by ‘doing things’, traditionally in a studio environment. Thus, they are aligned
with constructivist learning models.
• Face-to-face interaction is very important in architectural learning and solution building.
• Most of these projects have made use of VR technology. Few like URP, which is an urban planning solutions,
makes use of augmented reality and tangible UI.
18. Literature study -Inferences
• VR and related technologies can be used effectively to incorporate the two necessary features –
constructivist learning and face-to-face interactions.
• Projects like CLEV-R, VIPA, Sloodle, with the aid of platforms like Second Life have been used to research
feasibility of fluid collaborations in the virtual world..
• However, poor instructional content is still a concern. Several constraints related to use of VR also came
to light – psychological and physiological strain, nausea, headache, etc.
• Also, for architects, technology has been used only to aid in 3D modeling of their drawings. Purpose of
these projects has been to analyze feasibility of proposed solution and to aid in communication with
other stakeholders. Focus is yet to shift to teaching architecture.
•There are limited projects dealing with courses of building services, climatology, etc.
19. Major Courses taught….
Referred to architecture curriculum followed in IIT Roorkee, Guwahati University and a model curriculum
provided by AICTE (Appendix). Purpose of this exercise was to identify fundamental courses, and then
through user study, recognize possible interventions of VR in one or many of these courses.
Courses identified are mentioned below –
• Architectural Graphics
• Building Construction and Materials
• Design
• Climatology
• Structures
• Building Services
• Computer Applications in Architecture
20. “But reading is not sufficient we need to
do the site analysis as well”
21. User study -goals
Goals of the two field visits was to
• Observe and discuss the manner of instruction of the above identified courses with professors and
students..
• Identify concepts in these courses, which either instructors find difficult to explain, or are difficult for
students to grasp.
• Understand the manner in which these concepts are applied by students in their projects, and how
these affect solution development.
• Seek out methods (peer based learning, online resources, etc) employed by students at personal level
to gain an understanding of difficult topics.
22. Site visit…
We made two visits to Department of Architecture, Royal
Group Of Institutes, Guwahati. In first visit, we used the
method of contextual inquiry to understand instructor-
student interaction for the course of Architectural Graphics.
Students who were studied in this context were in their
third semester.
In our second visit, we sat in in the class of Architectural
Design, which was being held for fifth semester students.
As part of the visit, we also interviewed the students about
other courses.
23. User Study
• Students discuss their designs and drawings with instructors, where by they are given feedback about
changes to be made. Instructors are, in a way, pre-jury for students.
• Changes were suggested to paper drawings, regardless of whether student preferred sketches or 3D
software.
• Classes were informal in nature, with one-to-many and many-to-many interactions taking place
Gathered Insights:
24. User study
• Projects roughly involve the process of literature
study - site analysis – zoning – drafting –
orientation and space division as per climatic
factors – final solution
• Data collection for site analysis is done mostly
using images, and analyzed data is represented
via images.
• Students comfortable with sketching sketch
largely on paper.
• Few students did only rough sketches of form,
and then used 3D software to develop their
designs.
.
Ramesh seems to be little angry with us while Suresh is happy
to show his work
Gathered Insights:
25. “What can we conclude till now and
what next to be done”
26. Conclusion…
• Climatology, Architectural Graphics and Building services were identified as the architectural
courses whose concepts learning would require some design intervention.
• Virtual Reality and Virtual Environments seems to be one of most potent technology for
developing our solution apart from tangible user interface and augmented reality.
• Tool made should be such that it should incorporate the concept of blended and
constructivist learning as well as promote collaboration among architect students.
27. What next to be done…
• Experiment with students to identify the gap between concept learning and implementation
for a particular course
• Brainstorming and Concept Generation
• Solution to aid in concept development which require 3D visualization and planning
User Study Ideate Prototype
Experiment
Brainstorming
Design Brief
Task flows
User Study
Analysis Concept Sketches
Development
1 Sep’13 -5 Sep‘13 6 Oct’13 -12 Oct‘13 13 Oct’13 – 29 Nov‘13
28. Stuff we study…
References
• Jennifer Whyte, Virtual Reality and Built Environment
• Mayer, E.R (2005)/ Multimedia Learing: Guiding Visuospatial Thinking With Instrctional Animation, In:
The Cambirdge Handbook of Visoospatial Thinking, P. Shah & A. Miyake, pp. 477-508, Cambridge
University Press, ISBN 978-0-521-00173-0, New York
• Bates-Brkljac, N. (2007). Investigating perceptual responses and shared understanding of
architectural design ideas when communicated through different forms of visual representations,
Proceedings of Information Visualization 2007 Conference, Zurich, Switzerland, 2007.
• Langdorf. The 1990s:information systems and computer visualisation for urban design, planning
management, Environment and Planning B: vol. 19, pp723-738, 1992
• Messner, J. I. & Horman, J. M. (2003). Using advanced visualisation tools to improve construction
education. Proceedings of CONVR 2003 Conference, Virginia Tech, 24-26 September 2003, pp.145-
155.
• Horne, Margaret and Thompson, Emine Mine (2008) The role of virtual reality in built environment
education. Journal for Education in the Built Environment, 3.
• Aldrich C. Learning Online with Games, Simulations and Virtual Worlds – Strategies for Online
Instruction
29. Stuff we study…
References
• Minocha, S., Tran, M.Q., Reeves, A. Conducting Empirical Research in Virtual Worlds: Experiences
from two projects in Second Life. Volume 3, Number 1, The Researcher’s Toolbox, November 2010.
• Nijholt, A. (2000). Agent-supported cooperative learning environments. In Proceedings of the
international workshop on advanced learning technologies.
• Rickel, J., & Johnson, W. L. (1999). Virtual humans for team training in virtual reality. In Proceedings of
the ninth international conference on artificial intelligence in education (pp. 578–585).
• De Freitas, S. (2008). Serious virtual worlds. A scoping study. Prepared for the JISC e-learning
programme.
• Nijholt, A. (2000). Agent-supported cooperative learning environments. In Proceedings of the
international workshop on advanced learning technologies.
• Ryan, J., O’Sullivan, C., Bell, C., & Mooney, R. (2004). A virtual reality electrocardiography teaching
tool. In Proceedings of the 2nd international conference on biomedical.
• Virvou, M., Katsionis, G., & Manos, K. (2005). Combining software games with education: Evaluation
of its educational effectiveness. Educational Technology and Society, 8(2).
• Teresa Monahan, Gavin McArdle, Michela Bertolotto. Virtual reality for collaborative e-learning.
Computers & Education, Volume 50, Issue 4, May 2008, Pages 1339–1353