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 278

_id f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id 452d
authors Arlati, E., Bottelli, V. and Fogh, C.
year 1996
title Applying CBR to the Teaching of Architectural Design
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 41-50
doi https://doi.org/10.52842/conf.ecaade.1996.041
summary This paper presents an approach to the analysis and description of the nature of process knowledge in architectural design, the development of a conceptual model for Galathea, a case-based navigation tool for its support, and the application of this theoretical foundation to the teaching of design to a group of about 100 second-year architecture students. Design is assumed as a globally coherent information, memory and experience-intensive process in which professional skill is the capability to govern a large number of continually evolving variables in the direction of desired change. This viewpoint on design has guided the development of Galathea, the model of a tool aimed at describing architectural design through the description, mapping and management of the complete decision-making path of projects by means of the dynamic representation of the relationship between goals, constraints and the decisions/actions adopted at specific nodes and through the creation of a case-base aimed at the storage, retrieval and adaptation of relevant design moves in similar project contexts. This conceptual model is applied to educational activity at the faculty of Architecture of Milan, with the aim of teaching how to govern a project from the outset considering it as an evolving but coherent map of design moves, which allow the adoption of the correct decisions involving the most disparate types of information, experience and memory, and which altogether conduct to the desired goal. The resolution paths of the students, all applied to the same architecture problem, result in a design move case-base, the further utilisation and interest of which is open to collegial discussion.
keywords knowledge-based design; case-based reasoning; design process control, design moves
series eCAADe
email
last changed 2022/06/07 07:54

_id 4931
authors Breen, Jack
year 1996
title Learning from the (In)Visible City
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 65-78
doi https://doi.org/10.52842/conf.ecaade.1996.065
summary This paper focuses on results and findings of an educational project, in which the participating students had to develop a design strategy for an urban plan by using and combining endoscopic and computational design visualisation techniques. This educational experiment attempted to create a link between the Media research programme titled 'Dynamic Perspective' and an educational exercise in design composition. It was conceived as a pilot study, aimed at the investigation of emerging applications and possible combinations of different imaging techniques which might be of benefit in architectural and urban design education and potentially for the (future) design practice. The aim of this study was also to explore the relationship between spatial perception and design simulation. The point of departure for the student exercise was an urban masterplan which the Dynamic Perspective research team prepared for the workshop 'the (in)visible city' as part of the 1995 European Architectural Endoscopy Association Conference in Vienna, Austria. The students taking part in the exercise were asked to develop, discuss and evaluate proposals for a given part of this masterplan by creating images through different model configurations using optical and computer aided visualisation techniques besides more traditional design media.The results of this project indicate that an active and combined use of visualisation media at a design level, may facilitate communication and lead to a greater understanding of design choices, thus creating insights and contributing to design decision-making both for the designers and for the other participants in the design process.
series eCAADe
email
more http://www.bk.tudelft.nl/Media/
last changed 2022/06/07 07:54

_id f748
authors Hitchcock, Robert John
year 1996
title Improving life-cycle information management through documentation of project objectives and design rationale
source University of California, Berkeley, Department of Civil Engineering
summary Fragmentation is a defining characteristic of the US building industry that has evolved with increased specialization in building disciplines, and is exacerbated by the present industry business model. While the industry has agreed that productivity and product quality can be dramatically improved by information integration and communication, it has not agreed what information is most important to share to achieve these improvements. Traditional documentation in drawings and specifications captures only the final product of building design decisions. Yet, reported building failures indicate that a lack of understanding between project participants regarding their diverse objectives may be a key factor in failure. This deficiency leads to an inadequate understanding of the rationale behind the myriad design decisions that must work in concert to achieve a global set of project objectives. This information is routinely lost under current information management practices as the building moves through its life cycle. The dissertation develops an innovative information framework intended to effectively structure and manage building life-cycle information. The framework contains a product model that represents the details of a building design that are traditionally documented for sharing between project phases. Two additional elements are integrated with this product model to document key information that is currently lost. Explicit Global Objectives define the overall purpose of a building project by explicitly identifying its intended performance and the criteria for evaluating their achievement. Design Rationale Records capture the associations between individual details of the product model and the objectives that these details are meant to achieve. This information is linked within the framework so that it can be archived, reviewed, and updated in an integrated fashion as a building project moves through time. Example applications of the framework are given. Documenting this key information has benefit across the building life cycle. Participants can more clearly specify project objectives. Multi-criteria evaluation of alternative design solutions and construction methods can be better supported, and the resulting decisions better documented for sharing amongst participants. Comprehensive commissioning can be more cost-effectively performed. During operations, evaluation of the actual performance of a building and detection of maintenance problems can be enhanced.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ccbd
authors Martens, Bob and Dokonal, Wolfgang
year 1997
title Collaborative Teamwork GRAWI '97: The Third Attempt to "Internet-Design"
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.n2o
summary The abbreviation GraWi is made up of the combination of first letters of the Austrian university sites of GRAz and WIen (Vienna) and stands for the follow-up model of BraGraLuWi having involved also the universities of BRAtislava and LUton in 1996. A joint project-design had already been carried out in 1995 (BraGraLu). The present contribution is aimed at assessing the project.
keywords Collaborative Teamwork, Internet Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/martens/index.htm
last changed 2022/06/07 07:50

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 63e6
authors Af Klercker, Jonas
year 1996
title Visualisation for Clients - One Example of Educating CAAD for Practice
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 17-24
doi https://doi.org/10.52842/conf.ecaade.1996.017
summary During the spring term 1996, 13 students of the 3rd and 4th year at the School of Architecture at Lund University had the opportunity to make a one semester CAAD project. 11 students chose the individual exercise to use computer media for developing a small architectural design in interaction with a client. The focus was set more on visualization and the process of communicating ideas, feelings and practical solutions between architect and client and visa versa rather than concentrated on the final product.

This paper describes the process of the project and the reflections of the participants. It will discuss problems from the teachers point of view.

series eCAADe
email
more http://www.caad.lth.se/ECAADE/
last changed 2022/06/07 07:54

_id 8a25
authors Alshawi, M. and Underwood, J.
year 1996
title Applying object-oriented analysis to the integration of design and construction
source Automation in Construction 5 (2) (1996) pp. 105-121
summary This paper implements an Object Oriented Analysis technique to model information related to design and construction. In a previous study, an approach to integrate design and construction processes based upon information analysis and modelling has been proposed. By breaking down the project's vast information into groups of related information, construction related problems have been identified and then traced back too their relevant design processes. This paper models this process using a relatively young and new method of analysis rather than a traditional structured approach. An Object-Oriented Analysis (OOA) method has been applied to model the information in terms of the fundamental ideas that underlie object-oriented technology i.e. object types and classes, methods, requests, encapsulation and inheritance. Proceeding through the five major activities of Coad and Yourdon's OOA method, a complete OOA model has been developed with potential to improve the construction related problems.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id aa7c
authors Amirante, M. Isabella and Burattini, Ernesto
year 1996
title Automatic Procedures for Bio-Climatic Control
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 29-40
doi https://doi.org/10.52842/conf.ecaade.1996.029
summary The experiences illustrated here are related to the new regulation of teaching architecture in Italy and these ones in particular have been concentrated on the technological aspects of teaching architecture. We can consider the evolution of the architect from the individual operator to the manager multi- disciplinary aspects of the building process ( building process manager) as a reality today. Information technology, specifically applied to bio-climatic architecture and environmental control, can be of great importance for this professional role, and for this reason it is very useful to include these topics at the beginning the teaching design process. This paper describes a particular approach to bio-climatic problems of the architectural project. An experimental course has been performed by the second year students of the "Laboratorio di Construzione dell' Architettura", at the School of Architecture of the Second University of Naples, in Aversa. Analysing old and new buildings, they used some flow charts for the evaluation and representation of energetic behaviour of buildings regarding their climatic and geographical environment. In the flow charts the decisions are represented by boxes that allow to determine "rightness index" related to: morphological characters of the site and environment, typology and particular organisation of the inside spaces, shape of building, technological solution of the building "skin". The navigation through the decision boxes is made with simple options like; "winds: protected or exposed site", "shape of building; free, close or cross plane", "presence of trees on the south,; yes or not",; it shows the students the bio-climatic quality of the building and, through numeric value assigned to each option, determines the "weight" of its climatic comfort.

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

_id c4be
authors Bock, T., Stricker, D., Fliedner, J. and Huynh, T.
year 1996
title Automatic generation of the controlling-system for a wall construction robot
source Automation in Construction 5 (1) (1996) pp. 15-21
summary In this article we present several important aspects of a software system control. This is designed and developed for a wall assembly robot in an European Esprit III project called ROCCO, RObot assembly system for Computer integrated COnstruction. The system consists of an off-line program for planning of complex assembly tasks and for generating robot actions. The execution is controlled through an adaptive user interface and gives the user the possibilities to switch in an on-line mode command. All the software is designed with the object-oriented concept and implemented in C + +. The wall assembly system is organized on the base of the successive generation of different types of actions, called "Mission", "Task", and "Action". They represent different levels of assembly complexities. Those different actions are organized in a tree structure. Furthermore, the software system can be connected to a CAD-robot simulation software for checking the robot assembly motions. Added to the control system, a recovery module has been implemented for all possible errors during the construction. First the OO-model of the world and of robot activities will be presented. Secondly, several aspects of the algorithm will be explained and at the end we will show the strategy used for the robot motion.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id e309
authors Breen, Jack and Stellingwerff, Martijn
year 1996
title A Case for Computer-Assisted Creativity through Clarity, Project 12 CAD and Beyond
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 31-35
summary A paper exploring the opportunities of different Design Media for the benefit of Architectural and Urban Composition. It is argued that during the design process, the designer develops Models for a projected end result, which are visualised in the form of Images using traditional media. The Computer affords the possibility of creating (virtual) Models from which Images can be taken. Current types of Computer Interfaces still form an obstacle for creative computer assisted design, comparable to Sketching. It is argued that the Clarity of the medium will need to be enhanced, if it is to become an Instrument for truly creative design. Using the example of an educational, practical CAD exercise, the case for' Clarity for the benefit of creative Computing is put forward.
series plCAD
email
last changed 2003/05/17 10:01

_id a0d3
authors Breen, Jack and Stellingwerff, Martijn
year 1996
title A Case For Computer Assisted Creativity Through Clarity - Project 12 CAD and Beyond ...
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 45-60
summary A paper exploring the opportunities of different Design Media for the benefit of Architectural and Urban Composition. It is argued that during the design process, the designer develops Models for a projected end result, which are visualised in the form of Images using traditional media. The Computer affords the possibility of creating (virtual) Models from which Images can be taken. Current types of Computer Interfaces still form an obstacle for creative computer assisted design, comparable to Sketching. It is argued that the Clarity of the medium will need to be enhanced, if it is to become an Instrument for truly creative design. Using the example of an educational, practical CAD exercise, the case for Clarity for the benefit of creative Computing is put forward.
series other
last changed 1999/04/08 17:16

_id ffe2
authors Carrar, G., Luna, F. and Rajchman, A.
year 1999
title Cúpulas Telefónicas - Mobiliario Urbano, Diseño Industrial aplicado a una empresa de servicios (Telephone Cupolas - Urban Furniture, Industrial Design Applied to a Company of Services)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 426-409
summary By november 1996, the state telecomunication company called for a national booth design contest. The idea was to use the awarded design shortly as part of the renovation of the public phone service. Gruppo MDM won the design contest and was contracted to do the manufacture technical drawings and a prototype which was tested during 1997. By 1997, an international bid was held, including the awarded project. Gruppo MDM was contracted for the follow up of the manufacture process, including research of suppliers worldwide, materials arriving on time with the quality required, verifying local suppliers with deadlines and quality controlls according to the specifications.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 88f9
authors Carrara, G., Novembri, G., Zorgno, A.M., Brusasco, P.L.
year 1997
title Virtual Studio of Design and Technology on Internet (I) - Educator's approach
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.n2w
summary This paper presents a teaching experience involving students and professors from various universities, in Italy and abroad, which began in 1996 and is still on going. The Virtual Studios on the Internet (VSI) have some features in common with the Teaching Studios planned for the new programme of the faculties of Architecture in Italian universities. These are the definition of a common design theme, and the participation of disciplinary teachers. The greatest difference is in the modes of collaboration, which is achieved through information and communication technologies. The chief result of this is that the various work groups in different places can work and collaborate at the same time: the computer networks provide the means to express, communicate and share the design project.
keywords CAAD, Teaching of architectural design, Shared virtual reality, Virtualdesign studio, Collective intelligence.
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/lvi_i&ii/zorgno.html
last changed 2022/06/07 07:50

_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 e2c4
authors Comair, C., Kaga, A. and Sasada, T.
year 1996
title Collaborative Design System with Network Technologies in Design Projects
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. 269-286
doi https://doi.org/10.52842/conf.caadria.1996.269
summary This paper depicts the work of the team of researchers at the Sasada Laboratory in the area of collaborative design and the integration of global area network such as the Internet in order to extend the architectural studio into cyber-space. The Sasada Laboratory is located at the University of Osaka, Faculty of Engineering, Department of Environmental engineering, Japan. The portfolio of the Laboratory is extensive and impressive. The projects which were produced by the men and women of the Laboratory range from the production of databases and computer simulation of several segments of different cities throughout the world to specific studies of architectural monuments. The work performed on the databases was varied and included simulation of past, present, and future events. These databases were often huge and very complex to build. They presented challenges that sometimes seemed impossible to overcome. Often, specialised software, and in some cases hardware, had to be designed on the "fly” for the task. In this paper, we describe the advances of our research and how our work led us to the development of hardware and software. Most importantly, it depicts the methodology of work which our lab undertook. This research led to the birth of what we call the "Open Development Environment” (ODE) and later to the networked version of ODE (NODE). The main purpose of NODE is to allow various people, usually separated by great distances, to work together on a given project and to introduce computer simulation into the working environment. Today, our laboratory is no longer limited to the physical location of our lab. Thanks to global area networks, such as the Internet, our office has been extended into the virtual space of the web. Today, we exchange ideas and collaborate on projects using the network with people that are spread over the five continents.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 413e
authors Dalholm-Hornyansky, Elisabeth and Rydberg-Mitchell, Birgitta
year 1996
title SPATIAL NAVIGATION IN VIRTUAL REALITY
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary For the past decade, we have carried out a number of participation projects using full-scale modeling as an aid for communication and design. We are currently participating in an interdisciplinary research project which aims to combine and compare various visualization methods and techniques, among others, full-scale modeling and virtual reality, in design processes with users. In this paper, we will discuss virtual reality as a design tool in light of previous experience with full-scale modeling and literature on cognitive psychology. We describe a minor explorative study, which was carried out to elucidate the answers to several crucial questions: Is realism in movement a condition for the perception of space or can it be achieved while moving through walls, floors and so forth? Does velocity of movement and reduced visual field have an impact on the perception of space? Are landmarks vital clues for spatial navigation and how do we reproduce them in virtual environments? Can “daylight“, color, material and texture facilitate navigation and are details, furnishings and people important objects of reference? How could contextual information clues, like views and surroundings, be added to facilitate orientation? Do we need our other senses to supplement the visual experience in virtual reality and what is the role of mental maps in spatial navigation?
keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:49

_id ebd6
authors Dobson, Adrian
year 1996
title Teaching Architectural Composition Through the Medium of Virtual Reality Modelling
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 91-102
summary This paper describes an experimental teaching programme to enable architectural students in the early years of their undergraduate study to explore their understanding of the principles of architectural composition, by the creation and experience of architectural form and space in simple virtual reality environments. Principles of architectural composition, based upon the ordering and organisation of typological architectural elements according to established rules of composition, are introduced to the students, through the study of recognised works of architectural design theory. Virtual reality modelling is then used as a tool by the students for the testing and exploration of these theoretical concepts. Compositional exercises involving the creation and manipulation of a family of architectural elements to create form and space within a three dimensional virtual reality environment are carried out using Superscape VRT, a PC based virtual reality modelling system. The project seeks to bring intuitive and immersive computer based design techniques directly into the context of design theory teaching and studio practice, at an early stage in the architectural education process.
series other
last changed 1999/04/08 17:16

_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

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