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 488

_id 3905
authors Duffy, T.M. and Cunningham, D.J.
year 1996
title Constructivism: Implications for the design and delivery of instruction
source D.H. Jonassen, (Ed) Handbook of research for educational communications and technology, N.Y; Macmillan Library reference USA
summary This will be a seminar that examines Constructivist theory as it applies to our thinking about instruction. Many folks think of constructivism as a method of instruction -- it is not. It is a framework for thinking about learning or what it means to come to know. As such, it is a framework for understanding (interpreting) any learning environment as well as a framework for designing instruction. The seminar will be organized around weekly readings. We will examine the alternative constructivist theories, e.g., socio-cultural constructivism and cognitive constructivism, and the pragmatism of Richard Rorty. However, rather than focusing on the differences between these frameworks, our emphasis will be on the implications of the broader, common framework for the design of instruction. Hence we will spend most of the semester discussing strategies for designing and delivering instruction, e.g., the work of Bransford, Collins, Pea, Jonassen, Spiro, Fosnot, Senge, and Schank. We will consider both business and schooling environments for learning -- there is significant work in both domains. There will be particular emphasis of the use of technology in instruction. We will look at the communication, information, and context providing roles of technology as contrasted to the traditional approach of using technology to deliver instruction (to teach). We will also pay particular attention to problem based learning as one instructional model. In PBL there is particular emphasis on the role of the facilitator as a learning coach (process orientation) as opposed to a content provider. There is also a particular emphasis on supporting the development of abductive reasoning skills so that the learner develops the ability to be an effective problem solver in the content domain. The major paper/project for the course will be the design of instruction to train individuals to be learning coaches in a problem based learning or goal based scenario learning environment. That is, how do you support teachers in adapting the role of learning coach (which, of course, requires us to understand what it means to be a learning coach). Design teams will be formed with the teams all working on this same design problem. A comprehensive prototype of the learning environment is required as well as a paper provide the theoretical framework and rationale for the design strategy. While not required, I would expect that computer technology will play a significant role in the design of your learning environment. With that in mind, let me note that it is not required that the prototype be delivered on the computer, i.e., I am not requiring programming skills but rather design skills and so "storyboards" is all that is required.
series other
last changed 2003/04/23 15:14

_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 ce2c
id ce2c
authors McCall, Raymond and Johnson, Erik
year 1996
title Argumentative Agents as Catalysts of Collaboration in Design
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 155-163
doi https://doi.org/10.52842/conf.acadia.1996.155
summary Since the 1970s we have created hypertext systems supporting Rittel's argumentative approach to design. Our efforts aim at improving design by encouraging argumentative—i.e., reasoned—discourse during projects. Despite the intrinsically group-oriented character of the argumentative approach, all of our past prototypes were single-user systems. The project reported on here is the first in which we aim at supporting argumentation in group projects. To do this, we augmented our PHIDIAS hyperCAD system to shows how argumentative agents can initiate and sustain productive collaboration in design. These agents catalyze collaboration among designers working at different times and/or places by 1) detecting overlaps in the concerns of different participants in a design process, including conflict and support relationships, 2) notifying these people of these overlapping concerns, and 3) enabling asynchronous communication among these people to deal collaboratively with the overlaps. We call these agents argumentative because they represent different personal and professional viewpoints in design and because they promote argumentative discourse among designers about various issues. In addition to identifying and dealing with crucial problems of coordination and collaboration, argumentative agents enable the capture of important design rationale in the form of communication among project participants about these crucial problems.
series ACADIA
email
last changed 2022/06/07 07:59

_id 73a3
authors Case, Michael P.
year 1996
title Discourse Model for collaborative design
source Computer-Aided Design, Vol. 28 (5) (1996) pp. 333-345
summary A Discourse Model, including a structure and a process, is developed that provides software support for collaborative engineering design. The model shares characteristics of other design systems in the literature,including frames, constraints, semantic networks, and libraries of sharable design objects. It contributes a new model for conflict-aware agents, dynamic identification and dissemination of agent interest sets, avirtual workspace language, automatic detection of conflict, and a unique protocol for negotiation that ensures that interested agents have an opportunity to participate. The model is implementation independent andapplicable to many research and commercial design environments currently available. An example scenario is provided in the architecture/engineering/construction domain that illustrates collaboration during theconceptual design of a fire station.
keywords Agent, Conflict, Discourse Design Collaboration, Concurrent Engineering, Blackboard Architecture, KQML
series journal paper
last changed 2003/05/15 21:33

_id 80f7
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2001
title Knowledge-based System to Support Architectural Design - Intelligent objects, project net-constraints, collaborative work
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 80-85
doi https://doi.org/10.52842/conf.ecaade.2001.080
summary The architectural design business is marked by a progressive increase in operators all cooperating towards the realization of building structures and complex infrastructures (Jenckes, 1997). This type of design implies the simultaneous activity of specialists in different fields, often working a considerable distance apart, on increasingly distributed design studies. Collaborative Architectural Design comprises a vast field of studies that embraces also these sectors and problems. To mention but a few: communication among operators in the building and design sector; design process system logic architecture; conceptual structure of the building organism; building component representation; conflict identification and management; sharing of knowledge; and also, user interface; global evaluation of solutions adopted; IT definition of objects; inter-object communication (in the IT sense). The point of view of the research is that of the designers of the architectural artefact (Simon, 1996); its focus consists of the relations among the various design operators and among the latter and the information exchanged: the Building Objects. Its primary research goal is thus the conceptual structure of the building organism for the purpose of managing conflicts and developing possible methods of resolving them.
keywords Keywords. Collaborative Design, Architectural And Building Knowledge, Distributed Knowledge Bases, Information Management, Multidisciplinarity
series eCAADe
email
last changed 2022/06/07 07:55

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

_id 70b1
authors Emdanat, S.S., Vakalo, E.0. and Malkawi, A.M.
year 1996
title A Conceptual Framework for Integrating Morphological and Thermal Analysis in the Generation of Orthogonal Architectural Designs
source Proceedings of the 84th ACSA Meeting; Boston, pp. 117-131
summary Digital networks are gaining importance as environments for learning and creative collaboration. Technical achievements, software enhancements, and a growing number of applicable principles make it possible to compile complex environments that satisfy many aspects necessary for creative collaboration. This paper focuses on three issues: the architecture of collaborative environments, communication in these environments and the processes inherent to creative collaboration. The information architecture of digital environments looks different from physical architecture, mainly because the material that it is made out of is information and not stone, wood or metal and the goal is to provide appropriate paths and views to information. Nonetheless, many analogies can be drawn between information architecture and physical architecture, including the need for useability, aesthetics, and consistency. To communicate is important for creative collaboration. Digital networks request and enable new strategies for communicating. Regarding the collaborative creative process we have been able to detect principles and features that enhance this process, but there are still many unanswered questions. For example, the environment can enable and improve the frequency of surprise and coincidence, two factors that often play decisive roles in the creative processes but cannot be planned for in advance. Freedom and transparency within the environment are other important factors that foster creative collaboration. The following findings are based on numerous courses, which we have taught using networked environments and some associated, research projects that helped to verify their applicability for architectural practice.
series other
last changed 2003/04/23 15:50

_id c4ae
id c4ae
authors Knapp, Robert W. and McCall, Raymond
year 1996
title PHIDIAS II - In Support of Collaborative Design
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 147-154
doi https://doi.org/10.52842/conf.acadia.1996.147
summary The World Wide Web in combination with Java and Virtual Reality Modeling Language (VRML) create great opportunities for collaboration by distributed design teams. To take advantage of these opportunities, we have begun to create a version of the PHIDIAS hyperCAD system (McCall, Bennett and Johnson 1994) that will support communication and collaboration among designers over the Word Wide Web. PHIDIAS is an intelligent, hypermedia-based system for computer-aided design. Our strategy is to divide PHIDIAS into two parts: 1) a client-side user interface and 2) a server-side hyperCAD database engine. The client-side interface is being implemented using Java and VRML. Implementing the PHIDIAS front-end with Java enables program code distribution via the World Wide Web. VRML provides PHIDIAS with client-side computation and display of 3D graphics.
series ACADIA
last changed 2022/06/07 07:51

_id 57c7
authors Mathew, Paul
year 1996
title Integrated Energy Modeling for Computational Building Design Assistance
source Carnegie Mellon University, Department of Architecture
summary Insights into the importance of energy modeling in building design have not yet resulted in the sufficient and systematic use of modeling tools in practice. In recent years, there has been considerable discussion on the limitations of simulation tools, and there is a noteworthy consensus as to the nature of the contributing factors (material and time implications, problematic user-interfaces, inefficient data communication structures, poor integration with CAD systems, absence of 'active' design support). This thesis deals with three research questions that are especially pertinent to the quest for active, multi-aspect design and simulation environments: (1) The appropriateness and feasibility of a methodologically consistent performance modeling approach through the entire design process. (2) Strategies for a structurally 'seamless' containment of performance simulation within a computational design environment. (3) Technologies to facilitate dynamic and interactive performance-to-design mapping. At a paradigmatic level, this thesis critically examines the existing responses to each of these questions, and proposes alternative computational frameworks and technologies to overcome some of the system-immanent ('endogenous') limitations of the existing approaches. At an operational level, this thesis demonstrates the proposed solutions by implementing an active thermal simulation module (NOD
series thesis:PhD
email
last changed 2003/04/15 02:37

_id maver_084
id maver_084
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title The Development of a Virtual Studio Environment to Support Collaborative Building Design
source Design, Synergy, Collaboration - selected papers from DEcon Conference
summary This paper describes the development of a virtual studio environment to support collaborative working in the domain of building design. By applying and extending the real-world design studio model within the Internet-based distributed computing environments, the virtual studio concept has been refined as computerised settings, which integrate both the dispersed human designers and the distributed CAD applications. The hope is to achieve the similar effect as physical co-presence while providing extra advantages such as the support for automatic communication archiving and being less obtrusive than sharing a physical office. Like its real-world counterpart (which usually consists of the office, desks, file cabinets, instruments etc), such a virtual studio consists of the several major components, including a multi-user graphical user interface displaying the shared virtual workspace on each designer's workstation, distributed multimedia databases and CAD tools for processing the domain tasks, and rich human-human interaction facilities supporting a variety of communication modes. Advance distributed object computing technologies (0MG CORBA in particular) have been adopted for modelling and implementing the distributed systems, W3 (world-wide-web) technologies have also been exploited for constructing the distributed multi-media databases and an image communication kit. In contrast to the traditional CAD integration which is usually focused solely on the well-structured technical part of the product and process, the described research advocates a human-centred systems development strategy in which design is first of all taken as a process of social construction.
series other
email
last changed 2003/09/03 15:01

_id af76
authors Wong, Waycal C.H. and Will, Barry F.
year 1996
title An Analysis of Using a Digital 3D Sundial as a Design and Decision Support Tool
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 131-141
doi https://doi.org/10.52842/conf.caadria.1996.131
summary The rapid speed of computer development brings new technologies, and these advances require innovative investigations to apply them optimally in the field of architecture. Burkett (1984) demonstrated that computer graphics can ‘provide an excellent opportunity for exploring solar issues in building redesign’. With one of the latest computer technologies, the "hyper-model” environment, this research investigates how to environment can become an aid in the design and decision support area. The research first reviews the communication between the architect and the client as described by Salisbury (1990). The review indicates that an interactive 3D hypermedia paradigm, with quick response, fast data manipulation and 3D visualization, offers a better communication media between the architect and the client. This research applies the "hyper-model” environment to design and develop a new methodology in collecting, analyzing, and presenting solar data. It also endeavors to show the possibilities of using the environment in design process.
series CAADRIA
last changed 2022/06/07 07:57

_id ddssar9630
id ddssar9630
authors Stark, S.L. and Phillips, R.G.
year 1996
title Occupational Performance Theory as a Support to Design of the Built Environment for Persons with Disabilities
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Architectural practice should not be considered only a method of building buildings, but also a process of creating places for those who will use them. The interdependent nature of humans and the environment has provided architects and designers with a challenge; to build not only a space, but also a place in which human performance occurs. Environment -- behavior relations are complex and transactional. An understanding of this relationship facilitates the creation of environments that improve the quality of life for the buildings users. A strong understanding of the complexities of the environment is greatly enhanced by knowledge of the performance of the person. Knowledge of the person as a unique being who assumes different roles, possesses skills, and has attributes (abilities) allows the designer a greater respect of the dynamic experience of a person engaged in activity within an environment. The theory of occupational performance supports the understanding of the person and the persons daily tasks. These models describe human performance components and human performance areas. They also acknowledge that the person is engaged in activity within an environment. These models could prove to be invaluable to designers and architects interested in using knowledge of the persons in conjunction with knowledge of the environment to create spaces for people with disabilities.
series DDSS
last changed 2003/08/07 16:36

_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 ddssar9604
id ddssar9604
authors Demir, Yueksel
year 1996
title CAD Systems for early design phases or CAD systems for designers' early phases
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Most of the problems, related with the use of CAD systems are the results of some general principles; the philosophy that, those systems are based on. Therefore, mainly the relation between these principles and early design phase performance of CAD systems and designers are discussed in this paper. The circumstances of novice CAD user architects in Turkey is considered first. In formation of the research, the knowledge gained during my personal experience based on real cases from the university (education, research) and practice (design, consulting) is used. Beside this the results of a survey including a serious of interviews projecting the opinions of the architects is used. Vendors of commonly used CAD systems were interviewed. In this manner to answer the main question about the relation of "CAD" and "early design phase" the answers of some following questions and facts were investigated: What means CAD for architects? What are the main purposes of using CAD? Are CAD systems sufficient to be used in early design phases in terms of either hardware and / or software, or should we say thinkware?. The advantages and disadvantages of using CAD. The target user fact and its consequences (the difference between general purpose systems and the sophisticated architectural systems). Should we adapt to computerized way of thinking? Is 3D a basic feature? What are the education related problems of CAD? Is software integration problem solved? Modularity concept for CAD systems. What is the minimum time, and the budget required for a start? The illegal software use problem Complaints, demands, needs and thanks of architects? Simply, what do architects expect from CAD during design process and particularly in early phases (both of design and designer)? Do CAD systems match this?
keywords CAD, Information Technology, Office Automation
series DDSS
last changed 2003/08/07 16:36

_id 807c
authors Kellett, Ronald
year 1996
title MEDIA MATTERS: NUDGING DIGITAL MEDIA INTO A MANUAL DESIGN PROCESS (AND VICE VERSA)
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 31-43
doi https://doi.org/10.52842/conf.acadia.1996.031
summary This paper reports on a media class offered during the 1995-96 academic year at the University of Oregon. This course, a renovation of an existing 'manual' media offering targeted intermediate Ievel graduate and undergraduate students who, while relatively experienced design students, were relatively inexperienced users of digital media for design. This course maintained a pedagogical emphasis on design process, a point of view that media are powerful influences on design thinking, and an attitude toward experimentation (and reflection) in matters of media and design process. Among the experiments explored were fitting together digital with manual media, and using digital media to collaborate in an electronic workspace. The experience offers opportunity to consider how digital media might be more widely integrated with what remains a predominantly 'manual' design process and media context for many architecture schools and practices.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id 2192
authors Mahdavi, A., Mathew, P., Hartkopf, V. and Loftness, V.
year 1996
title Bi-directional Inference in Thermal Design
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 133-143
doi https://doi.org/10.52842/conf.acadia.1996.133
summary This paper demonstrates a computational bi-directional energy modeling approach for building design development. Conventional simulation tools may be labeled as mono-directional in that they require a more or Iess complete design definition in order to derive performance indicators. However, in certain circumstances, it may be desirable to reverse this process: a bi-directional (or "open") inference mechanism would allow for the identification of those changes in the design variables that would accommodate a desired change in a performance indicator. The performance-to-design mapping process is an ambiguous one: the same performance (e.g. energy use of a building, temperature variations in a space) may be achieved by different design configurations (various wall and window dimensions/properties, building orientation/massing, etc.). As a result, the actual implementation of a bi-directional inference tool is a rather difficult task. The development described in this paper utilizes a preference-based approach that involves the formalization of various external or internal constraints and preferences (such as code and standard requirements, results of post-occupancy studies, individual priorities of designers and their clients, etc.) in terms of normalized numeric scales.

After a brief review of the underlying technology for the implementation of the inference engine, the paper demonstrates an actual design session using a bi-directional thermal simulation tool. Specifically, a use-scenario is described in which the designer explores the tradeoffs between various design variables (glazing area, glazing type, and floor mass) in view of the resulting energy performance of a typical residential building. The paper concludes with a discussion of the potential and limitations of the bi-directional approach toward active convergence support for performance-oriented design development.

series ACADIA
email
last changed 2022/06/07 07:59

_id e09a
authors Rüdiger, Bjarne
year 1996
title The Masonry House Raised as an Exhibition and Information Building
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 387-390
doi https://doi.org/10.52842/conf.ecaade.1996.387
summary At many schools of architecture the studies are directed to practical, professional use, and this fact results in different attitudes. But normally, it will be so that the longer the student goes in the study the more aspects from practice will be involved. Therefore, the studies passes from the work with the design itself and the more artistic sides to the work with planning and production. The basis of the educational progress and the professional level is research and development. Within CAD it is important that this research develops as well the theoretical foundation and includes experience in the practical use. An attitude which prioritizes the practical qualifications late in the studies has of course an effect in the CAD instruction. Tendencies to consider the computer to be a tool of drawing and visualization will dominate, and the work with structuralized information models for a general documentation has had minor interest until now, and this also includes the use of professional applications developed from different conventions in support of collaboration and quality control. The dialogue between the environment of education and research on one hand and the professional business in practice must be considered important for the developing process in the use of CAD and for the building of usable IT models. The work with "The Masonry House" and later "The Building Trade House" tries to expose how a deliberate structuralization of the CAD model early in the sketching- and planning process can support as well the more esthetic estimates as the building technology documentation. And also point out the professional qualifications bound up with 11 to be integrated in the study course.
series eCAADe
email
last changed 2022/06/07 07:56

_id ddssar9626
id ddssar9626
authors Sariyildiz, Sevil and Schwenck, Mathias
year 1996
title Integrated Support Systems for Architectural Design
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Many software systems are used in the field of architectural design. On the other hand, we can state that there is a significant lack of integrated systems providing a general support for the designer during the whole design process from initiative till demolition. This research project deals with the development of such an integrated design support system. We consider a complete automation of architectural design as an unlikely proposition and undesirable for the architect. Therefore, the general objective is to give support to the architect to improve the quality and to increase the efficiency of the design process. So far there are different tools providing such functionality. Nevertheless, there are no appropriate tools for many of the sub-processes. Furthermore, the current state of available design software is characterised by a lack of integration of different tools. To overcome these two problems our research project involves the development of tools as well as it deals with the aspect of tool integration. We will give a general description of the support that software can offer to architects during the materialisation phase of design. We conclude that many different tools are needed which have to be integrated in an open, modular, distributed, user friendly and efficient environment.
series DDSS
last changed 2003/08/07 16:36

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

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