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 42ff
authors Zarnowiecka, Jadwiga C.
year 1994
title Data for Creation
doi https://doi.org/10.52842/conf.ecaade.1994.x.b5u
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 209
summary The need for regional styles to exist in architecture has been broadly and long discussed. In general, regionalisms are socially accepted and they should be employed. Discussions usually become more intensified together with the search for inspiration to create new styles in architecture. In Poland Stanislaw Witkiewicz, arts critic and theoretitian, a painter and a writer, created and developed “the Zakopane style” on the turn of the 19th century. This is the only one architectural style focussed on the regional features that has been preserved until nowadays. It referred both to architecture and industrial forms. It was received by the contemporaries with ambivalent attitude, from the uncritical enthusiasm to emotional negation. One side claimed that the style affected the national consciousness and united the nation without the State. According to the other side, “the Zakopane style”, when outside the Podhale region, shocked with its non-conformity to the surroundings. About 1910 there was an attempt to create the style not exactly regional but rather national. The designs referred to neoclassic Old Polish mansion house with a porch supported by columns and high mansard roof. Between 1915 and 1918 projects to rebuild the Polish villages and little towns were thrown open to competition. Afterwards, neatly published project catalogues presented universal, all-Polish type of architecture. In 1918, after I World War and after Poland regained independence, whole housing estates were built in manorial style. At the same time the described sets of competition projects were used together with the new ones, prepared by eg. Polish Hygenic Society (1936). All the project proposals show the all-Polish type of regionalism. Another intensification of discussion concerning the regional style is linked with the post-modernist ideas. Modernism-lacking ornament, cosmopolitan, without any homely features (by the way, he is jolly smart who knows what this “homeliness” is all about) despite its undeniable achievements has been finally faced with crushing criticism. Together with this reaction the search for inspiration in regional features of architecture has been revived. But then there has been a lack of Witkiewicz’s enthusiasm and stubbornness. We deal with constant attempts to solve the problem of creation in regional style. The situation described allows for the statement that there are two forms of regionalism: one on a narrow, territorial and second on the all-Polish scale. No doubt, “the Zakopane style” was the territorial regionalism, and the manorial architecture-the all-Polish one. The condition and quantity of traditional forms are really varied in Poland. For these still existing objects to serve as “model” and inspiration, they have to be examined, classified and made accessible to the designers. The next step is to extract the most distinct features of sub-regions and to popularize the knowledge of these problems. At the Faculty of Architecture of Bialystok Technical University the relative data base concerning the regional architecture is being created on the basis of Microsoft’s ACCESS. It is still another attempt to preserve and uphold the cultural landscape of Poland.
series eCAADe
last changed 2022/06/07 07:50

_id 065b
authors Beitia, S.S., Zulueta, A. and Barrallo, J.
year 1995
title The Virtual Cathedral - An Essay about CAAD, History and Structure
doi https://doi.org/10.52842/conf.ecaade.1995.355
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 355-360
summary The Old Cathedral of Santa Maria in Vitoria is the most representative building of the Gothic style in the Basque Country. Built during the XIV century, it has been closed to the cult in 1994 because of the high risk of collapse that presents its structure. This closure was originated by the structural analysis that was entrusted to the University of the Basque Country in 1992. The topographic works developed in the Cathedral to elaborate the planimetry of the temple revealed that many structural elements of great importance like arches, buttresses and flying buttresses were removed, modified or added along the history of Santa Maria. The first structural analysis made in the church suggested that the huge deformations showed in the resistant elements, specially the piers, were originated by interventions made in the past. A deep historical investigation allowed us to know how the Cathedral was built and the changes executed until our days. With this information, we started the elaboration of a virtual model of the Cathedral of Santa Maria. This model was introduced into a Finite Elements Method system to study the deformations suffered in the church during its construction in the XIV century, and the intervention made later in the XV, XVI and XX centuries. The efficiency of the virtual model simulating the geometry of the Cathedral along history allowed us to detect the cause of the structural damage, that was finally found in many unfortunate interventions along time.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_43.htm
last changed 2022/06/07 07:54

_id a378
authors Friedell, M., Kochhar, S., Marks, J., Sistare, S. and Weitzman, L.
year 1994
title Cooperative design, Human-computer interaction, Interaction techniques, Graphical user interfaces, Design automation, Design methodologies, Automated design of graphical displays, Computer-aided design
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp.187-188
summary Computer-aided-design (CAD) systems are now used to design all kinds of artifacts, from jet fighters to works of art. A major challenge in the design of a CAD system itself is the user interface (UI). Developing the UI to a CAD system raises myriad questions about input devices and techniques, display devices and techniques, and the details of the dialogue that relates the two. But these questions are ancillary to one central question: what is the fundamental nature of the interaction between human and computer in the design process supported by the CAD system? Is the design activity essentially manual, with the computer playing the role of passive tool, like a pen or paintbrush? Or is the computer augmenting the human designer by actively restricting available design choices, or by playing the role of critic or "improver"? Or maybe the interaction paradigm is one of "interactive evolution," in which the computer is responsible for generating design alternatives, with the human merely choosing among choices suggested by the machine. Or perhaps the computer performs the design process completely automatically, with a final acceptance check being the only human contribution? The panelists will describe these different paradigms for human-computer cooperation in a set of related CAD systems and prototypes and discuss the conditions under which each paradigm might be most useful.
series other
last changed 2002/07/07 16:01

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 45f0
authors Coleman, Kim
year 1994
title Synergism and Contingency: Design Collaboration with the Computer
doi https://doi.org/10.52842/conf.acadia.1994.209
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 209-217
summary The outcome of an architectural project is always contingent, dependent upon conditions or events that are not established at the outset. A university design studio does not easily replicate the state of flux which occurs as an architectural commission proceeds. In developing an architectural project, each new situation, whether it be a building code issue, an engineering issue, or a client reaction, must be viewed as an opportunity to further refine and develop the design rather than a hindrance to the outcome. In the design studio I describe in this paper, students test processes which attempt to take advantage of contingent conditions, opening up the design solutions to new possibilities. As a means to open up the design process to new possibilities, this studio introduces the computer as the primary tool for design exploration. Through the computer interface, the work speculates on the possibilities of synergism, defined as the actions of two or more substances or organisms to achieve an effect of which each is individually incapable.' Three synergetic conditions are explored: that between the designer and the computer, that between the designer with computer and designers of previous works of art or architecture, and that between two or more designers working together with the computer. The lack of a predictable result, one that may be obvious or superficial, is a positive byproduct of the synergetic and contingent circumstances under which the designs are developed.

series ACADIA
email
last changed 2022/06/07 07:56

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 673a
authors Fukuda, T., Nagahama, R. and Sasada, T.
year 1997
title Networked Interactive 3-D design System for Collaboration
doi https://doi.org/10.52842/conf.caadria.1997.429
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 429-437
summary The concept of ODE (Open Design Environment) and corresponding system were presented in 1991. Then the new concept of NODE. which is networked version of ODE. was generated to make wide area collaboration in 1994. The aim of our research is to facilitate the collaboration among the various people involved in the design process of an urban or architectural project. This includes various designers and engineers, the client and the citizens who may be affected by such a project. With the new technologies of hyper medium, network, and component architecture, we have developed NODE system and applied in practical use of the collaboration among the various people. This study emphasizes the interactive 3-D design tool of NODE which is able to make realistic and realtime presentation with interactive interface. In recent years, ProjectFolder of NODE system, which is a case including documents, plans, and tools to proceed project., is created in the World Wide Web (WWW) and makes hyper links between a 3-D object and a text, an image. and other digital data.
series CAADRIA
email
last changed 2022/06/07 07:50

_id f586
authors Gabriel, G. and Maher, M.L.
year 2000
title Analysis of design communication with and without computer mediation
source Proceedings of Co-designing 2000, pp. 329-337
summary With recent developments in CAD and communication technologies, the way we visualise and communicate design representations is changing. A matter of great interest to architects, practitioners and researchers alike, is how computer technology might affect the way they think and work. The concern is not about the notion of 'support' alone, but about ensuring that computers do not disrupt the design process and collaborative activity already going on (Bannon and Schmidt, 1991). Designing new collaborative tools will then have to be guided by a better understanding of how collaborative work is accomplished and by understanding what resources the collaborators use and what hindrances they encounter in their work (Finholt et al., 1990). Designing, as a more abstract notion, is different than having a business meeting using video conferencing. In design it is more important to 'see' what is being discussed rather than 'watch' the other person(s) involved in the discussion. In other words the data being conveyed might be of more importance than the method with which it is communicated (See Kvan, 1994). Similarly, we believe that by using text instead of audio as a medium for verbal communication, verbal representations can then be recorded alongside graphical representations for later retrieval and use. In this paper we present the results of a study on collaborative design in three different environments: face-to-face (FTF), computer-mediated using video conferencing (CMCD-a), and computer-mediated using "talk by typing" (CMCD-b). The underlying aim is to establish a clearer notion of the collaborative needs of architects using computer-mediation. In turn this has the potential in assisting developers when designing new collaborative tools and in assisting designers when selecting an environment for a collaborative session.
series other
last changed 2003/04/23 15:50

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_id ddss9439
id ddss9439
authors Halin, G., Bignon, J.C. and Leonard, D.
year 1994
title Contributions of a Complex Object Retrieval Model to a Dynamical Architectural Design Process
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary When a new Architectural Construction Project starts, all the steps of the technical design are completely redefined. The experience gained in old projects is not easily reusable. Only personal experience of each project member is relevant. The global experience of a project is difficult to manage and to define. The designers of new project have many things to learn from previous experiences that may or not be good. The use of experiences may avoid either looking for asolution to previously resolved problems or making the same mistakes. To realise experience reuse during an architectural technical design we proposed to combine two actual research works:(i) a Dynamical Architectural Construction Process (DACP), (ii) a Complex Object Management System (COMS). The first work puts forward an original construction process based on a model that uses a geometrical definition of an architectural object to produce the constructive definition of this same object. The original features of this model are: (i) the insertion of a logic level between the volume level of an architectural object and its element level, (ii) dynamic management of the different representations of an architectural object during its technical life cycle. The COMS capabilities concern memorisation and retrieval of complex objects. The use of classicalData Management Systems to store these objects is either impossible or unusable due to data dispersion. In our approach, an architectural experience is viewed as an complex object. The COMS manages an Object Base which contains different Architectural Construction Experiences in previous projects forms. At any time during the DACP, the designer can asked the COMS to retrieve a part or a whole of a previous project that illustrates its current technical state. Thearticle presents two research projects and a study of the contribution of experience reuse in a construction process.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9441
id ddss9441
authors Hammond, Barbara
year 1994
title Computer Aided Urban Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The product of the Urban Design process in the public sector in the UK is usually a briefing document of some kind which communicates design ideas in outline both to the lay public and to private developers. The problem with briefing effectively is that outline expression of ideas does not provide a strong basis for negotiation with developers; the temptation therefore is to work up one proposal in detail and to present it as the only option. This type of prescriptive briefing may be successful in situations where the public body has control over the land, the economy is buoyant and the site has a simple context. Its problems are that it is labour intensive, so some areas are covered in detail, others not at all; it is seen as restrictive by developers, so may create a climate of conflict rather than certainty; it is not responsive to change; it covers specific sites thoroughly but does not deal well with large, complex areas; on large sites it tends towards a homogeneous environment whereas the nature of towns and cities is pluralistic and heterogeneous; it confines the Urban Designer to site specific work rather than allowing concentration on the whole urban system. Urban Designers at the London Docklands Development Corporation felt that CAD might present some answers to these problems in facilitating an iterative, interactive briefing process which could respond quickly to change; whereby varying options for development could be investigated fully but quickly and resource-efficiently; which could be used to communicate design ideas effectively to non-professionals; which could help to make negotiation with developers more effective, less confrontational; which could deal with large, complex sites effectively. The idea was that a piece of city could be modeled on the computer and an urban design study would then be carried out on it which would test varying options for development, resulting in an outline, but three dimensional, model for an area which could be used in three ways: as a briefing tool, as part of a marketing exercise and as a tool to aid effective negotiation and consultation at the planning stage. A pilot project was carried out on a set of development sites at East India Dock and, following the success of this, a full study was carried at Surrey Quays Centre. The paper describes these projects and discusses both their products and their effect on the developmentprocess as aids in decision making.
series DDSS
last changed 2003/08/07 16:36

_id ddss9444
id ddss9444
authors Hill, Shauna and Streilein, André
year 1994
title Architectural Photogrammetry & Knowledge-Base Systems Record & Redevelopment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In redevelopment projects, the purpose of heritage recording is part of an investigative process to achieve understanding about structures so that designers can make the appropriate design decisions. It is desirable to integrate the knowledge of the recording and documentation specialist, who has first-hand knowledge of the building, with the interpretative process of evaluating the building information and making design decisions. New developments in the fields of photogram-metric recording and computer science has led to improved "image understanding". This paper describes research that is the result of exploring the concept of integrating new digital photogram-metric recording processes with an automated expert evaluation tool. The goal of this research is to expedite the acquisition of heritage building information for use by a knowledge-based system capable of providing the designer with building performance evaluations. Photogrammetry records all data as a series of three-dimensional coordinates which make it a natural partner for today's three-dimensional CAD systems. Generating a three-dimensional model of architecturally significant physical forms and details can provide a basis for evaluation, understanding, education, and design. The purpose of knowledge-based systems in construction is to enhance the decision-making process with specialized knowledge and experience. The linkage of CAD databases with knowledge-based systems provides a source of input data, such as a three-dimensional model, significant to a particular problem. This research is a collaborative effort between two groups, the Swiss Federal Institute of Technology in Zurich Switzerland, and the University of Manitoba in Winnipeg, Canada.
series DDSS
last changed 2003/08/07 16:36

_id ddss9447
id ddss9447
authors Jabi, Wassim
year 1994
title An Outline of the Requirements for a Computer Supported Collaborative Design System
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of specific rules and grammars. Yet, there is a general consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still cannot support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. Thus, if CAAD is to ultimately benefit the design process, it must (1) emulate and support the design team approach to architectural problem solving and (2) be deployed in the earliest possible stages of the design process. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the interaction between a set of requirements (the building program) and the architectural solution that satisfies them (the schematic design). The core of this interaction forms the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modelling (based on the NIAM notation), object-oriented algorithms, and distributed agents. Based on a literature survey and earlier findings on the role of artifacts in collaborative design, this paper outlines the requirements for the above system and reports on initial experiments. Thus, it constitutes the first stage of a research project that will lead to a full implementation of a distributed collaborative computer environment addressing the above issues.
series DDSS
type normal paper
email
last changed 2008/06/12 16:32

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
doi https://doi.org/10.52842/conf.acadia.1998.016
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

_id ddss9455
id ddss9455
authors Kraria, H. and Bridges, Alan
year 1994
title Building Integration Tools for Collaborative Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary For many years, research in CAAD systems has been mostly oriented towards single environ-ments, thus restricting the designer to a static environment. In reality the activities of user designers constantly interact with other participants activities (i.e. a structural engineer, services engineer, etc.). For instance, the architect is heavily influenced by the nature of the structural engineering process. It defines the character and integration of the basic components in other words, design is a collaborative process carried out by several participants with a single overall objective. The separation of architectural and engineering aspects in building design has brought on isolated computer tools. These tools are not interchangeable, the situation demands for their integration, all the interaction are supported by the social aspect of members of group participa-ting in collaborating work. The benefits of sharing CAD tools and related data between all members of the design team are that everyone works on the same information, co-ordination is easier and more accurate, and there is a reduction in the amount of repetition, as the need to redraw information is eliminated. The result is an increase in the accuracy and speed of the production of drawings. The technological aspects to support collaborative work and in particular the interaction process in design, is the main work issue being carried out at Strathclyde University, Department of Architecture and Building Science, Glasgow, Scotland U.K.
series DDSS
email
last changed 2003/08/07 16:36

_id a9f0
authors Lentz, Uffe
year 1994
title New Tools: New Architecture
doi https://doi.org/10.52842/conf.ecaade.1994.x.f7f
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 217
summary Our young students have no strong bindings to the tools and methods of our profession. With their open-minded access to the media, they often try to do things, which are surprising and new. Things which would have been impossible to think of without a computer. They are inspired of apparently unknown design-options, which they find in CAD-tools, or they are exploring possibilities in 'strange' combinations of media, not unknown from Television-commercials and music-videos. This Blitz-session will show some students' projects in a very short while. The common thing is, that the students have broken rules, that the teacher never realised were rules, because of his (my) traditional education. One student uses a solid modelling -tool for inspiration, - another uses an auto-tracing tool to generate the concept - and a group of students used a combination of video, grabbing and 3D-modelling to generate new architecture.
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss9476
id ddss9476
authors Porada, Mikhael and Porada, Sabine
year 1994
title "To See Ideas" or The Visualizing of Programmatic Data Reading Examples in Architecture and Town Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Whether images are still in the mind, metaphors, sketches or icons, they play a crucial role. They have always been the heuristic pivot around which the process of artefact design organizes itself, particularly in architecture and town-planning. "To see ideas" through computer ideograms is to experiment an interesting and new direction for "pictural approach" supported design. Cognitive psychology emphasizes the important part played by mental images in reasoning, imagination in the working of human intelligence and the construction of mental images as cognitive factors underlying reasoning. It also points out how close computerized objects and mental schemata are. "To reason over a situation is first to remember or build some mental models of this situation; second to make those models work or simulate them in order to observe what would happen in different circumstances and then verify whether they fit the experiment data; third to select the best model, a tool meant to sustain and amplify the elaboration of mental models, which is a spontaneous activity". We introduce our exploration of the direct transmission of mental models through computer ideograms. We study the "operative" and the "expressive" aspects, and this allows us to analyze how some aspects in a field of knowledge are represented by ideograms, schemata, icons, etc. Aid to imagination, reasoning and communication by means of a graphic language must be limited to some figurative relevant aspects of the domain considered; it should not aim at a realistic simulation. Therefore, the important role played by icons and the spatial schematic representation of knowledge is emphasized. Our hypothesis is that an architectural concept does not result from an inductive process, but rather is built to solve problems through the direct representation of ideas with ideograms. An experiment was conducted with a graphic language, a dynamic scenography and actor-objects. The language allows one to build and visualize models from the various domains of knowledge of the object. The dynamic scenography can explore and simulate kinetically those models by means of staging various narrations and visual scenarios. The actor-objects play various and complementary parts in order to make the image explicit and link it with the concept. We distinguish between two parallel levels of reality in computer ideographics: one concerns the model, it represents the visualization of a graphic model at a particular moment and according to a particular representation, the other concerns the ideogram.
series DDSS
last changed 2003/08/07 16:36

_id 6b1d
authors Porada, Mikhael
year 1994
title Architectural Briefing Data Representation and Sketch Simulation Computer Environment
doi https://doi.org/10.52842/conf.ecaade.1994.055
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 55-59
summary Reflection about the architectural programme starts with the analysis of its writing, its "style" which bears not only the "griffe" of the programmer but as well the structure, methodology, codes of reading, etc. particular to a programming approach. The programme structure corresponds in most cases to the different levels in the text's format and the composition modes of representing data and their relations. The choice made can either facilitate or impede the reading as interpretation of the programme. The programmer’s aim should be to open the text to reading towards a "synthetic schematic" summary, a sort of cognitive threshold which allows the reader to understand both the client's objectives and the designer's intentions enhanced by his experience. Articulating a designer's experience means focusing on his knowhow and memory. The designer's recollected knowledge and heuristic approaches to the solution of a basic design problem - types, his readings and spatial evaluations permanently feed the knowhow. It is important for the architect to have access to past examples, to the collective memory of his workplace, and a repertoire of readings, notes, sketches, influences and citations. It is therfore equally important that a computer environment also have a multimodal "architect's memory" or "project memory" module in which different forms of representation are classified, and made accessible as memory components. It is also necessary to have the possibility to access at any moment in an interactive manner to the recomposition, addition and adaptation of these mnemonic components. The information coming from the programme, classified as descriptive, prescriptive and quantitative types of data, must be able to be interrogated in different modes of representation : text, matrices, nets, diagrams, and so on, so that the pertinent information can be extraded at any given design process stage. Analysis of competition programmes show that often the description of an activity, for example, the Great Stadium competition in Paris, is described by several pages of text, a circulation diagram with arrows and legend, a topological proximity diagram with legend and as table activity - areas . These different representations, which are supposed to be complementary and give the most pertinent view of the client needs, show in fact after analysis, many description problems, incoherance, and which result in a reading difficulty.

series eCAADe
last changed 2022/06/07 08:00

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