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 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 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id d7f7
authors Jeng, Hoang-Ell
year 1995
title A Dialogical Model for Participatory Design; A Computational Approach to Group Planning
source Delft University of Technology
summary In participatory design, design concepts are generated collectively through discussion, dialogical interactions, in which the interchange of normative and supporting factual descriptions builds a collective design discourse. The goal of this research is to develop a method for participatory design to support this collective, face-to-face design problem-solving, in order to increase the acceptability of the design product. Since the mid-1960s, there has been an important movement towards increasing the participation of citizens in determining their built environment. At first, the movement was associated with social-political ideologies and rhetoric. By the end of the 1970s, participatory design had become an accepted component of professional practice. The objectives of the movement became more pragmatically and more modestly focused on exchanging practical information, resolving conflicts, and supplementing design. Today, participatory design is in a new phase. Traditional participatory design methods are seen as insufficient to fulfill an increasing demand for dialogue. The point of departure of the study is the assumption that new information technologies can satisfy this demand. The method includes: (1) a group-reasoning model, (2) a dialogical system and (3) a framework for participation-based design guidelines. The group-reasoning model formulates the process of knowledge acquisition, the learning and sharing of belief systems, the generation of design alternatives and design evaluations--by which reasoning takes place dialogically. The dialogical system provides a clear description of how the information should be processed, what aspects should be paid attention to, what results can be anticipated, and when and how to control the process. The framework for participation-based design guidelines guides and structures the design process. It facilitates a reconstruction of the implicit cognitive structure which underlines dialogue and is generated through the discussion of a group.
series thesis:PhD
last changed 2003/02/12 22:37

_id 7671
authors Roozenburg, N.F.M. and Eekels, J.
year 1995
title Product Design: Fundamentals and Methods
source John Wiley & Son Ltd., Chichester
summary More and more the product becomes the key to competitiveness in the manufacturing industry. Designing and developing products is a complex process that requires a systematic approach. This book addresses the methodological problems of that process. The authors deal with the foundations of thinking and practice in product design and product development and give critical overview of the current models, methods and techniques. The overall structure of the product development process exemplified by four case histories.
series other
last changed 2003/04/23 15:14

_id 1a52
authors Amor, R., Augenbroe, G., Hosking, J., Rombouts and W., Grundy, J.
year 1995
title Directions in modelling environments
source Automation in Construction 4 (3) (1995) pp. 173-187
summary Schema definition is a vital component in the computerised A/E/C projects. existing tools to manage this task are limited both in terms of the scope Of problems they can tackle and their integration with each other. This paper describes a global modellling and development environment for large modelling projects. This environment provides a total solution from initial design of schemas to validation, manipulation arid navigation through final models. A major benefit of the described system is the ability to provide multiple views of evolving schemas (or models) in both graphical and textual forms This allows modellers to visualise their schemas and instance models either textually or graphically as desired. The system automatically maintains the Conisistency of the informalion in these views even when modifications are made in other views. Simple and intuitive view navigation methods allow required information to he rapidly accessed. The environment supports strict checking of model instances and schemas in one of the major ISO-standardised modelling languages no used in product data technology. Ill this paper we show how such a modelling environment has been constructed for evaluation in the JOULE founded COMBINE project.
keywords Modelling Environment; Consistency; Multiple Views: Views; Building Models; Information Management; Integrated System; Product Modelling
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 14:33

_id 95bf
authors Culverhouse, P.F.
year 1995
title Constraining designers and their CAD tools
source Design Studies 16 (1) (1995) pp. 81-101
summary Electronics product designs can fail for technological reasons and also for human reasons. Both computer-aided design (CAD) tools and formal methods have attempted to limit the risk of product failure by logical assessment of the design and its technology. However, to improve design effectiveness and efficiency the contribution of people to a design's risk of failure must also be assessed and controlled. A method is presented of controlling and limiting human design through the application of a four-path model of design previously developed by the author. The model categorizes designs as repeat design, variant design, innovative design or strategic design. Each has its own set of pre-existent constraints that limit the capacity for unwanted innovation to the product at the outset of each development programme. This provides a mechanism by which designer creativity may be controlled. The manner in which designers are constrained may also be applied to the control of CAD tools commonly employed in the design process.
series journal paper
last changed 2003/05/15 21:45

_id 2036
authors Dzeng, R.J.
year 1995
title Caseplan: A Case-based Planer and Scheduler for Construction Using Product Modeling
source University of Michigan
summary Construction planning and scheduling are important to contractors for estimating the cost and duration of a project they are to bid on and construct. Many projects specify incentive and disincentive clauses for completing projects early and late. The timely completion and success of a project rely on good planning and scheduling. Contractors who repeatedly build the same kind of facilities acquire experience in scheduling the needed construction work. When parts of a facility's design are copied from one project to the next, the previously developed schedules could possibly be reused to schedule future work. This dissertation presents a construction planner and scheduler, named CasePlan, that automates the planning and scheduling process through the use of experience encoded in cases. CasePlan enables a contractor to specify a facility design using a product model, describe the relationships between product components and parts of a schedule (e.g., activity subnetworks, construction crews), and store this information as a case. As a decision support tool, CasePlan enables the contractor to search for cases whose facility designs are similar to that of a new project. The similarity assessment is based on the relative importance values that the contractor assigns to the components and their attributes in the product model. As an automation tool, CasePlan creates the schedule of a new project by reusing parts of the schedules whose associated designs are most similar to that project's design. The result is a schedule in which construction alternatives are chosen from those used in previous cases based on the new project scheduling constraints. The contractor / system-user can interact with CasePlan during its operation or modify the resulting schedule to add detail needed for executing the schedule in the field. Two types of construction projects have been studied for the development of CasePlan. One is the Kit-of-Parts post offices, in which designs are made by reusing design modules defined as Parts. The other is the boiler erection for fossil-fueled power plants, in which the design process is standardized and component configurations are similar across designs. These projects were chosen because their schedules are similar within each project type, which suggested that practitioners had a high incentive and were likely to reuse schedules. CasePlan's similarity assessment for boiler erection projects was validated using a survey. CasePlan's schedules and usability was subjectively evaluated also by the interviewed professionals.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 02f7
authors Liebich, Thomas and Kim, Inhan
year 1995
title ID'EST: An Integrated Modelling Framework for Management of Architectural Data
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 377-387
summary An Integrated Design Environment, IDE, facilitates cooperation between different disciplines. The paper investigates the data modelling framework, distinguishes between homogeneous and heterogeneous model worlds, discusses the formal mapping mechanisms available to establish a heterogeneous model world, and introduces a way to incorporate CAD systems into IDE A prototype IDE has been developed to prove these methods. The ID'EST prototype comprises its own core data model, different schemas to cope with several design views, and interfaces to incorporate external CAD systems. A prototype architectural data model has been defined, that includes core data models and aspect models for enclosure system and spatial system. Conventional CAD systems can be integrated into ID'EST, if they are able to map data from the aspect models into their own data structure, and vice versa, on a high semantic level. The inherent methods of classifying data in CAD, layers, macros and attached attributes, have been used to retrieve product data from CAD data files. The usability of conventional CAD systems as data instantiation tools for IDE has been proved and a path has been shown, by which existing tools can be integrated into new technology solutions.
keywords Product Modelling, Formal Mapping Specification, Computer-Aided Design
series CAAD Futures
email
last changed 2003/05/16 20:58

_id maver_076
id maver_076
authors Chen, Y., Fram, I. and Maver, T.W.
year 1995
title On the Architecture of a Computer-Mediated Collaborative Product Design Environment
source Intelligent Manufacturing Conference (Ed: S Yang et al) Wuhan, PRC
summary This paper describes the development of a COmputer-Mediated Collaborative Product development Environment (COMCOPE) within the context of the construction industry, a collaborative project between Anglia Polytechnic University, the University of Strathclyde and some industrial partners. The most prominent feature about COMCOPE lies in the particular emphasis on supporting human-human interaction across time and space through computer mediation within a distributed and networked environment. Based on a review of related research areas, traditional computer integrated construction concepts have been extended within the framework of computer supported cooperative work, which results in the COMCOPE conceptual architecture. As the core of COMCOPE architecture an interaction model has been developed to help articulate collaborative activities. Implementation issues have been addressed, and a prototype system, based on an augmented client-server model, has been outlined.
series other
type normal paper
email
last changed 2015/02/20 11:15

_id e3db
authors Ismail, Ashraf Lotfy R.M.
year 1995
title Singularity and Pluralism in Multimedia: A Key Theoretical Approach to the Multimodel
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. 331-340
doi https://doi.org/10.52842/conf.ecaade.1995.331
summary Contemporary multimedia research address the possibilities and consequences of integrating various techniques to produce single user based applications (singularity). There is a need for utilising current multimedia techniques; to explore the potential of multi-models (theoretically) to generate modelling information that could be shared simultaneously. The problems are confined to understanding and managing the issues that influence the so-called ´target and product models´. This paper introduces and elaborates on such problems. It provides a theoretical and another practical framework, the 3D-CAD Modelling Paradigm, based upon completed results of modelling. There is a suggested evidence that there might be advantages in standardising the process of modelling and knowledge representation. The paper stresses that the composition of a model should differ from another to reflect its unique characteristics (singularity). Though, it is essential that such models should conform and respond to the well defined and shared criteria (pluralism).
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_40.htm
last changed 2022/06/07 07:50

_id a79b
authors Junge, Richard and Liebich, Thomas
year 1995
title New Generation CAD in an Integrated Design Environment: A Path towards Multi-Agent Collaboration
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 277-290
summary Product Modeling is considered to be an established concept not only for semantically based data exchange, but also for the specification of models, dealing with specific application requirements. The product model approach is regarded to be one step towards a new generation of Computer Aided Architectural Design, and to provide underlying means for enabling communication between different applications on a semantic level. After on overview about the background and the basis principles of product modeling, the authors discuss how product models can be used in commercial developments and in applied research projects.
keywords Product Modeling, STEP, Computer-Aided Design, Data Integration
series CAAD Futures
last changed 1999/08/03 17:16

_id aa92
id aa92
authors Knoop, W.G., van Breemen, E., Vergeest, J. and Wiegers, T.
year 1995
title DESYS RESEARCH GROUP: DEVELOPMENT OF TOOLS AND METHODS TO IMPROVE THE OUTPUT OF PRODUCT CREATION PROCESSES
source Oxman, R.M., Bax, M.F.Th., Achten, H.H. (eds.) Design research in the Netherlands, 165-173
series book
type normal paper
email
more http://www.designresearch.nl/PDF/DRN1995_Knoop_EtAl.pdf
last changed 2005/10/12 15:23

_id dc94
authors Mullens, M.A., Armacost, R.L. and Swart, W.W.
year 1995
title The role of object oriented CAD in a generic simulator for the industrialized housing industry
source Automation in Construction 4 (1) (1995) pp. 29-43
summary This paper describes a simulator-based decision support tool for manufacturers of prefabricated homebuilding components. The Generic Industrialized Housing Manufacturing Simulator (GIHMS) serves as an experimental factory, capable of simulating factory performance under various product design, factory design, and operations management scenarios. GIHMS strength lies in its user-friendly, icon-based, point-and-click user interface. The interface allows the user to configure a factory and specify home designs for production without simulation language programming. The heart of the user interface is a specialized object oriented CAD system. This paper describes the GIHMS structure, focusing on the specialized CAD system, and demonstrates its functionality by describing the development of a structural foam panel factory model.
keywords Generic simulators; Object oriented CAD; Prefabrication; Housing
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:38

_id 647a
authors Kirschner, Ursula
year 1996
title Teaching Experimental Design with CAAD
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 221-226
doi https://doi.org/10.52842/conf.ecaade.1996.221
summary 2-D CAAD is the standard tool in architectural work and education. whereas 3-dimensional CAAD is still used to present a finished design. This paper demonstrates that experimental design in 3-D allows students to deal with new methods of design. At North East Lower Saxony Polytechnic, 1995 saw the beginning of development of didactic methods for teaching design with the interactive use of common 3-D CAAD tools. Six exercises were devised, the first two being 2-D exercises in urban and layout design. Subsequent steps introduced three styles of architectural designing with 3-D tools. The students selected one of these styles for their three-day exercise in urban planning. Based on the results, three main ways were developed: the "digital toolkit", the "additive design approach" and the "lighting simulation".
series eCAADe
last changed 2022/06/07 07:52

_id 7e27
authors Kostogarova, Eugenia P.
year 1995
title Architectural Design and the Architect’s Dialogue with the Computer
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 299-302
summary At the present time, when the problem of professional skill perfection is especially important, the designing methods perfection in order to provide "objectivization" of the form building process becomes also more and more important. The designing process analysis shows that one should not fully rely on the designer's intuition either while forming such complex organism as architectural form. But the simple thought that the appearance of some new technique results in the appearance of some new technology is not yet fully recognized. The questions of ,studying" the new technique, its "introduction" into designing practice etc. are being discussed. All this reminds one of the wide campaign once carried on to "introduce" scientific labour organization without a previous stage of this scientific organisation development which was sure to result in the discredit of the whole trend.
series plCAD
last changed 2000/01/24 10:08

_id 3f1d
authors Mahalingam, Ganapathy
year 1995
title The Application of Object-Oriented Computing In The Development of Design Systems for Auditoria
source University of Florida
summary This dissertation has a two-part theoretical basis. The first part is that architectural entities like spatial enclosures can be modeled as computational objects in object-oriented design systems. The second part is that spatial forms of auditoria can be generated from acoustical, functional and programmatic parameters. The method used to establish the theoretical basis is the application of the concepts of object-oriented computing in the development of design systems for auditoria. As a practical demonstration of the theoretical basis, two object-oriented design systems for the preliminary spatial design of fan-shaped and rectangular proscenium-type auditoria were developed. In the two systems, the concept of acoustic sculpting is used to convert acoustical, functional and programmatic parameters into architectural parameters used in the spatial design of the auditoria. Statistical, analytical and mathematical methods are used to generate the spatial forms of the auditoria based on the various parameters. The auditoria are modeled as parametric computational objects. The implementation of the systems is described in detail. The systems are true design systems because they involve the creation of spatial information from nonspatial information. The application of acoustic sculpting in the implemented systems is tested with case studies. The results are presented and discussed. These systems serve as indicators of the potential of object-oriented design systems in architecture. The dissertation concludes with a projection of how the object-oriented computing paradigm can benefit the creation of design systems in architecture. Future directions for research and development are outlined.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 0b16
authors Mortola, E., Giangrande, A., Mirabelli, P. and Fortuzzi, A.Fortuzzi
year 1997
title The Self-sustainable Community Laboratories of Rome
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.v1q
summary The experience of the Laboratories is not new for Rome. In 1993 the Historical Heritage Office of the Municipality came to an agreement with the Dioguardi Co. to found the Laboratory of Ghetto - the ancient Jewish quarter - with the following objectives: to offer space and tools to analyse public and private proposals for buildings restoration; to collect, elaborate and diffuse data and information about the neighbourhood; to involve inhabitants and train some of them in renewal and restoration activities through the creation of a "pilot yard". The data gathered in the Laboratory were elaborated and used to produce an hypertext which could be consulted by inhabitants. A section of this hypertext showed all the restoration projects, public and private ones (Sivo 1995).
keywords Design Methods, Hypertext, Interactive Design, Multimediacommunity laboratories, development, planning, projects; traffic calmin
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/mortola/mortgfm.htm
last changed 2022/06/07 07:50

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, Elyna and Ahmed Rafi
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning Environment
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:34

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