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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Hits 1 to 20 of 350

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id ddss9427
id ddss9427
authors Engelen, Guy and White, Roger
year 1994
title A Strategic Planning and Policy Decision Support Tool for Urban Regions
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In this paper we present a Decision Support System developed to assist urban designers, planners and policy makers to explore and evaluate possible urban layouts and their growth patterns. Thecore of the system consists of a modelling shell allowing the user to specify cellular automata based models of urban and regional systems. These models capture the effect of local spatial processes in which the use, or desired use of each parcel or cell of land is determined partly by institutional and environmental factors, and partly by the activities present in its neighbourhood. Since each cell affects every other cell within its neighbourhood, a complex dynamic emerges. Unlike conventional cellular automata, the models are defined with a large neighbourhood --over a hundred cells-- a relatively large number of states --more than a dozen in some applications-- representing socio-economic and natural land-uses. The approach permits the straightforward integration of detailed physical, environmental, and institutional constraints, as well as including the effects of the transportation and communication infrastructure. These models thus permit a very detailed representation of evolving spatial systems. The current version of the system represents urban areas as consisting of up to 10.000 interacting zones, each roughly the size of an individual city block. These models are easy to build and apply, yet empirical tests show that they produce realistic simulations of urban land use dynamics. Consequently, they are well suited to form the heart of the DSS, which provides the user with a number of tools for exploration,analysis and evaluation of alternative futures of the system as they result from policy interventions that are imposed by means of what-if experiments and scenario analysis. For example, the DSS isable to identify areas in which pressure for change in land use restrictions may become critical under particular development strategies. In the DSS, the modelling shell is coupled to a simple,custom-built GIS. In the stand-alone application of the DSS, this stores the detailed geographical qualities of the area being modelled, and allows basic overlay manipulations. It also displays theresults of the model while the simulation proceeds. Alternatively, the GIS can serve as aninterface to more elaborate, commercial GIS systems.
series DDSS
email
last changed 2003/08/07 16:36

_id c4f8
authors Travis, D., Watson, T. and Atyeo, M.
year 1994
title Human Psychology in Virtual Environments
source Interacting with Virtual Environments. John Wiley & Sons. Chichester
summary The design of virtual environments can be approached profitably from the point of view of behavioural science. A review of current applications suggests that an early and continual focus on users-although widely accepted as vital in the design of these applications-is being ignored in favour of a focus on the technology. One example of this can be found in the use of immersion as a defining characteristic of virtual environments: this defining characteristic ignores the tasks that the user may wish to solve. By adopting user performance criteria in the design of virtual environments, we can be sure that the focus is placed on the user and the user's capabilities.
series other
last changed 2003/04/23 15:14

_id cbed
authors Yakubu, G.S.
year 1994
title Maximising the Benefits of CAD Systems in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.u8n
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. 228
summary The positive impact of Computer Aided Design (CAD) in professional architectural practice has been in focus in recent times but relatively little has been written on its significance in the education of the contemporary architect. It is common knowledge that the profession of architecture is currently undergoing enormous strains as it battles to keep abreast of trends and developments in a period of series of rapid advancement in science, technology and management (RIBA, 1992). Whilst attempts are being made to redress the shortcomings of the profession in the above context, the requirements for architectural education are yet to forge a coherent strategy for the implementation of CAD/IT in the curriculum of schools of architecture. In almost every other field, including engineering, medicine and the humanities, computing application to problem-solving and decision-making is seen as a way forward as we move into 21st century. Architectural education must integrate CAD/IT into the teaching of core modules that give the architect distinctive competence: studio design. That is one of the best ways of doing justice to the education of the architect of today and the future. Some approaches to the teaching of CAD in schools of architecture have been touched upon in the recent past. Building upon this background as well as an understanding of the nature of design teaching/learning, this paper examines ways of maximising the benefits of CAD systems in architectural education and of bringing computer aided designing into the studio not only to enhance design thinking and creativity but also to support interactive processes. In order to maximise or optimise any function, one approach is to use the hard systems methodology which utilises analytic, analogic and iconic models to show the effect of those factors which are significant for the purposes being considered. The other approach is to use the soft systems methodology in which the analysis encompasses the concept of a human activity system as a means of improving a situation. The use of soft systems methodology is considered more appropriate for dealing with the problem of design which is characterised by a flux of interacting events and ideas that unroll through time. The paper concludes that the main impediment to maximising the benefits of CAD systems in architectural education is not only the inappropriate definition of the objectives for the implementation of CAD education but also that the control subsystems are usually ill-structured and relatively poorly defined. Schools must attempt to define a coherent and consistent policy on the use of CAD systems as an integral part of studio design and evolve an in-house strategic and operational controls that enable the set objectives to be met. Furthermore, it is necessary to support the high level of productivity from CAD systems with a more efficient management system, especially in dealing with communication, data sharing via relational database, co-ordination and integration. Finally, the use of soft systems methodology is recommended as the way forward to optimising CAD systems in design education as it would provide continuous improvements while maintaining their productive value.

series eCAADe
last changed 2022/06/07 07:50

_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 5dff
authors Bricken, M.
year 1994
title Virtual Worlds: No Interface to Design
source Cyberspace - First Steps, M.Benedikt ed, MIT Press
summary In a virtual world, we are inside an environment of pure information that we can see, hear, and touch. The technology itself is invisible, and carefully adapted to human activity so that we can behave naturally in this artificial world. We can create any imaginable environment and we can experience entirely new perspectives and capabilities within it. A virtual world can be informative, useful, and fun; it can also be boring and uncomfortable. The difference is in the design. The platform and the interactive devices we use, the software tools and the purpose of the environment are all elements in the design of virtual worlds. But the most important component in designing comfortable, functional worlds is the person inside them. Cyberspace technology couples the functions of the computer with human capabilities. This requires that we tailor the technology to people, and refine the fit to individuals. We then have customized interaction with personalized forms of information that can amplify our individual intelligence and broaden our experience. Designing virtual worlds is a challenging departure from traditional interface design. In the first section of this chapter I differentiate between paradigms for screen-based interface design and paradigms for creating virtual worlds. The engineer, the designer, and the participant co-create cyberspace. Each role carries its own set of goals and expectations, its own model of the technology's salient features. In the second section of the chapter I address these multiple perspectives, and how they interrelate in the cooperative design process. In conclusion, I consider broader design issues, including control, politics, and emergent phenomena in cyberspace.
series other
last changed 2003/11/21 15:16

_id 7475
authors Laurel, B., Strickland, R. and Tow, R.
year 1994
title Placeholder: Landscape and Narrative In Virtual Environments
source ACM Computer Graphics Quarterly Volume 28 Number 2 May
summary The idea of using virtual reality for entertainment purposes is actually quite recent in the history of VR technology. Early VR entertainment applications, appearing in the late 1980s, were extensions of the existing "serious" application of flight simulation training. The other branch of flight - simulator technology - motion platforms used in synchronization with motion video or animation - was much more amenable to the theme park environment. These systems, of which Star Tours is the best known, trade off individual viewpoint control and the sense of agency for thrilling, finely calibrated effects and the optimization of "throughput" - that is, getting the most people through the ride in the least time. Second to motion-platform rides in this regard are networked pods, as used in Virtual World Entertainment systems (previously Battletech). "Classic" virtual reality, with head-mounted displays and various forms of body tracking, are especially problematic in theme park environments for several reasons. It takes time to get the gear onto the participants. Only a handful of people can experience the attraction simultaneously (although a much larger audience might watch what the people "inside" the VR are doing). A hard-driving plot with distinct beginning, middle, and end is a great way to control how long an experience takes, but "classic" VR is inimical to this kind of authorial control - it works best when people can move about and do things in virtual environments in a relatively unconstrained way.
series journal paper
last changed 2003/04/23 15:50

_id 9377
authors Nowacki, Aleksander
year 1995
title Gothic Cathedral in the Virtual Reality
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 43-56
summary Everyone who once visited Beauvais, small town placed 100 km from Paris, certainly asked himself: "how would have this highest gothic cathedral, that was started here, looked like if it had been completed?". I attempted to answer this question in my diploma work in 1994. However, the task wouldn't be done without power of contemporary computers. They made it possible to create the entire three-dimensional model of this magnificent building in the virtual reality. Cathedral Saint-Pierre in Beauvais, which was started in 1225, partly collapsed in 1284 and 1573. Finally, in 1600, when only choir and transept were finished, the works had been interrupted. The height of this highest gothic interior in the world is 48.5m. To my disposition I had the drawings of plan and cross- section of the existing part of the building, photographic specification and detailed description of the construction of the cathedral. I used PC 486DX/33, 16 MB RAM, HD 170 MB and software: Autodesk AutoCAD r.12 and AccuRender r.1.10. The work was divided into three stages. The first one was "building" the model of existing part of the cathedral in the threedimensional CAD-space. The next one was trying "to finish" the temple based on theoretical reflections and comparative analyses of existing French gothic cathedrals. The last stage included the performance of the series of pseudorealistic pictures showing the "finished" cathedral in Beauvais from the outside, inside and with illumination by night.
series plCAD
last changed 2000/01/24 10:08

_id b110
id b110
authors Abadi Abbo, Isaac and Cavallin Calanche, Humerto
year 1994
title Ecological Validity of Real Scale Models
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 31-40
summary Space simulation is a technique employed by architects, urban designers, environmental psychologists and other related specialists. It is used for academic and research purposes, as an aid to evaluate the impact that the built environment or that to be built would yield in potential or real users. Real Scale Model is organized as one of the models which represents more reliable spatial characteristics in space simulations. However, it is necessary to know the ecological validity of the simulations carried out, that is the degree in which laboratory results could be taken as reliable and representative of real situations. In order to discover which variables of the model used are relevant so that their perception results ecologically valid in respect to reality, a research has been designed in which simulations of specific spaces are appraised both in real space and in the real scale model. The results of both evaluations were statistically analyzed and it shows no significative differences in psychological impressions between the evaluation of real spaces and real scale model. These ecological validation of the real scale model could be of great use to estimate the validity of the results obtained in spaces simulated in the laboratory.
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2006/06/24 09:29

_id ddss9401
id ddss9401
authors Akin, Omer
year 1994
title Psychology of Early Design in Architecture
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Lately there has been a good deal of emphasis on the early stages of the design process, particularly by developers of computer aids and quantitative design models for both evaluation and generation of designs in a variety of domains. Yet, there is little understanding of the early design-process. While the early design process as manifested by human designers need not be the sole basis of the description of this phase, it certainly represents and important kernel of knowledge, especially for those who are interested in developing models, systems or merely interfaces for such systems. This paper focuses on the characterization of the psychology of the early design phase in architecture. It is described in terms of the general design strategies and problem solving tactics used; and is contrasted against some of the process characteristics that
series DDSS
email
last changed 2003/08/07 16:36

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
doi https://doi.org/10.52842/conf.acadia.1994.039
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

series ACADIA
email
last changed 2022/06/07 07:54

_id 0574
authors Alison Murison and James Gray
year 1994
title Spatial Analysis for Museum Design
doi https://doi.org/10.52842/conf.ecaade.1994.201
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. 201-206
summary The paper describes how a specially written customisation of AutoCAD enables students of Architecture to use the method of spatial analysis called Space Syntax developed by Professor Bill Hillier of the Bartlett School of Architecture, London, to examine a number of existing museums, to compare the findings against other criteria, and to draw conclusions about the strategy adopted in museum design. Simple interactive graphics enable plans to be entered and compared, so that they may be evaluated during the design process, with decisions supported by objective tests. This improves both design decisions and the learning process.
series eCAADe
last changed 2022/06/07 07:54

_id 1262
authors Alshawi, M.
year 1994
title A run time exchange of component information between CAD and object models: A standard interface
source The Int. Journal of Construction IT 2(2), pp. 37-52
summary Integrated computer aided design could only occur in engineering once CAD systems could represent physical features and components rather than graphical primitives. In most dedicated CAD systems, the knowledge of a complete component exists only for the duration of each drawing command and the data stored in the database is simply a set of graphic primitives. This paper proposes an approach for real time information transfer from and to CAD systems based on a high level object representation of the design drawing. Drawing components are automatically identified and represented in an object hierarchy that reflects the 'part-of' relation between the various components including building spaces. Such hierarchies transfer an industry standard CAD system i.e. AutoCAD, into a high level object oriented system that can communicate with external applications with relative ease.
series journal paper
last changed 2003/05/15 21:45

_id e807
authors Anadol, Z., and Akin, O.
year 1994
title Determining the impact of cad drafting tools on the building delivery process
source The Int. Journal of Construction IT 2(1), pp.1-8
summary Computer aided design is intended to change the way design and construction are carried out. at a minimum, this implies savings realized in terms of time spent and improvement of the quality of designs produced. to test this idea, we hypothesized that computer aided drafting and design operations may be instrumental in reducing the number of change orders issued and help control cost overruns by improving the accuracy of construction documents. we compared change orders in projects designed in the conventional media against ones developed with computers. we found that there is evidence supporting our hypothesis. furthermore, in the process of investigating this question, we found that computer applications to improve the management of existing building information (as-built drawings, building system related information, and the like) represent even more critical needs than those that can reduce change orders through more accurate design drawings.
series journal paper
last changed 2003/05/15 21:45

_id 241b
authors Anderson, Lee
year 1994
title Film Theory and Architectural Design
doi https://doi.org/10.52842/conf.acadia.1994.219
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 219-227
summary This paper describes a 10 week, 3rd year architectural design studio, taught by the author, that explored the use of film and video techniques in the design process. The exploration was of (1) the potential of recently available personal computer software and hardware for image and video capture, manipulation and recording, and (2) the potential for application of video, informed by film theory, in the early stages of architectural design.

series ACADIA
last changed 2022/06/07 07:54

_id 0ecc
authors Anh, Tran Hoai
year 1994
title APPLICATION OF FULL-SCALE MODELLING IN VIETNAM: AN OUTLINE FOR DISCUSSION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 59-70
summary This paper discusses the possibility of applying full-scale modelling in Vietnam, a non-western so called developing country. It deals with two main questions: 1) Is the application of full-scale modelling to be restricted to the West only? 2) what are the possibilities, constraints and fields of application - with attention to the methodological validity and technical solution for full-scale modelling in Vietnam? It is argued that since full-scale modelling is based on people-environment interaction, it should, in principle, apply to studies about people–environment relation anywhere on earth. On the methodological validity, it is discussed that application of full-scale modelling in Vietnam faces similar methodological problems as encountered in European applications (such as people's behaviour in experiment, ability to understand the abstraction of models, etc.) although at another level as this paper will make clear. However, it would be needed to design a modelling kit that is of low costs and adapted to the availability of local materials and suitable for the climatic condition of Vietnam. Two fields of application are projected as most applicable in Vietnam: modelling in architectural education and research investigation. Application for user's participation in the design process will depend on the development of building policy in the country.
keywords Model Simulation, Real Environments
series other
type normal paper
last changed 2004/05/04 11:00

_id 592b
authors Apollonio, F., Carini, A., Farina, R., Nuti, F. and Tolomelli, F.
year 1994
title THE ITALIAN FULL-SCALE MODEL LABORATORY: CONSIDERATIONS ABOUT SOME TOOLS FOR ARCHITECTURAL EXPERIMENTATION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 71-82
summary The Italian simulation laboratory carries out most of its activity within the experimental programmes promoted by the Ministry of Works. Within this context, we conducted studies based on the topics of EUROPAN competitions for young architects, built models based on EUROREX programme's projects and analyzed experimental projects directly financed by the Ministry (mainly restoration projects).
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:01

_id ddss9402
id ddss9402
authors Arentze, T., Borgers, A. and Timmermans, H.
year 1994
title Design of a View-Based DSS For Location Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper describes the design of a DSS for locating facility networks. The proposed DSS is based on the principle of dynamic data definitions. The declarative and procedural forms of knowledge involved are identified by a logical analysis of planning tasks. The DSS supports an iterating process of adjusting and evaluating plan options. A flexible and interactive problem solving environment is achieved by means of a user defined set of views that captures both forms of knowledge. Each view describes the system to be planned in terms of a set of variables and attached evaluation procedures. The views are dynamic and linked data structures, so that changes in one view automatically lead to updating all linked views. The DSS supports both the specification of the set of views and its application to solve a specific location problem.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9403
id ddss9403
authors Arentze, T., Borgers, A., Dellaert, B. and Timmermans, H.
year 1994
title A Multi-Purpose Multi-Stop Model Describing Consumers' Choices of Shopping Centres
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Recently, a number of interesting extensions to traditional decompositional and discrete choice models has been introduced that allow one to combine parameters estimated in different phases ofcomplex choice processes. These extensions offer new possibilities to model combinations of choices consumers make if they select shopping centres to visit. This paper will introduce a modelling approach that describes consumer choices of shopping centres involving multiple shopping functions (multi purpose) as well as locations (multi stop). The approach extends traditional decompositional models of single choices to a model of combinations of choices. It uses a recursive scaling procedure that combines attributes related to different shopping functions and to shopping centres at different locations. The model will be tested on data collected on shopping behaviour in Maastricht, the Netherlands.
series DDSS
email
last changed 2003/08/07 16:36

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