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 495

_id ddssar9617
id ddssar9617
authors Jabi, Wassim M.
year 1996
title Domain-Specific Tools for Collaboration in 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 By using a semantically significant and parsimonious representation of collaborative work in architecture an approach is demonstrated that allows the construction of a computer environment that can support collaborative design among geographically dispersed participants. A principal characteristic of this approach is a shift away from a focus on multi-user access to shared databases towards a shared protocol of interaction that is independent of implementation and storage schemes. To arrive at the components of this protocol an analysis of the nature of collaborative design was conducted in order to derive its syntactic and semantic structures. This paper will detail the argument put forth and demonstrate a possible solution through a discussion of the elements of a protocol of interaction and a brief description of a prototype Synchronous Collaborative Design Environment (SYCODE) that was implemented on two heterogeneous computer systems at distant sites.
series DDSS
last changed 2003/08/07 16:36

_id fabd
authors Jabi, Wassim
year 1996
title Domain-Specific Tools for Collaboration in Architectural Design
source Proceedings of the Third International Conference on Design and Decision Support Systems in Architecture and Urban Planning. Spa, Belgium: Technical University of Eindhoven, 1996, pp. 248-259
summary By using a semantically significant and parsimonious representation of collaborative work in architecture an approach is demonstrated that allows the construction of a computer environment that can support collaborative design among geographically dispersed participants. A principal characteristic of this approach is a shift away from a focus on multi-user access to shared databases towards a shared protocol of interaction that is independent of implementation and storage schemes. To arrive at the components of this protocol an analysis of the nature of collaborative design was conducted in order to derive its syntactic and semantic structures. This paper will detail the argument put forth and demonstrate a possible solution through a discussion of the elements of a protocol of interaction and a brief description of a prototype Synchronous Collaborative Design Environment (SYCODE) that was implemented on two heterogeneous computer systems at distant sites.
keywords Computer Supported Collaborative Design
series other
email
last changed 2002/03/05 19:54

_id caadria2010_003
id caadria2010_003
authors Vaughan, Josephine and Michael J. Ostwald
year 2010
title Refining a computational fractal method of analysis: testing Bovill’s architectural data
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 29-38
doi https://doi.org/10.52842/conf.caadria.2010.029
summary In 1996 Bovill applied Mandelbrot’s fractal method for calculating the approximate visual complexity of images to architecture. This method is one of only a limited number of quantifiable approaches to provide a measure of the relative complexity of an architectural form. However, the method has rarely been tested despite many scholars uncritically repeating Bovill’s conclusions. While Bovill’s original work was calculated manually, a software program, Archimage, is presently being developed by the authors as a tool to assist architectural designers and researchers to understand the visual complexity of building designs. The present research returns to Bovill’s original architectural data (elevations of famous buildings) and re-calculates the results published therein using Archimage and the commercial software Benoit. These results are then compvared with those produced by Bovill (1996) and Lorenz (2003), to determine if any consistency can be found between the sets. The level of consistency will assist in determining the validity of Bovill’s method and provide important data in the ongoing process to refine the Archimage software and the analytical method.
keywords Computational analysis tools; design analysis; visual complexity
series CAADRIA
email
last changed 2022/06/07 07:58

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id c204
authors Aleksander Asanowicz
year 1996
title Teaching and Learning - Full Brainwash
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 51-54
doi https://doi.org/10.52842/conf.ecaade.1996.051
summary We often speak of changes in design process due to an application of computers. But in my opinion we more often rather speak of lack of changes. Lets hope that some day we will be able to witness full integrity and compatibility of design process and tools applied in it. Quite possible such an integrity may occur in the cyberspace. Nevertheless before that could happen some changes within the teaching methods at faculties of architecture, where despite great numbers of computer equipment used, the students are still being taught as in the XIX century. In terms of achieved results it proves ineffective because application of chalk and blackboard only will always loose to new media, which allow visual perception of dinosaurs in Jurassic Park. Our civilisation is the iconographic one. And that is why teaching methods are about to change. An application of computer as simply a slide projector seems to be way too expensive. New media demands new process and new process demands new media. Lets hope that could be achieved in cyberspace as being a combination of: classic ways of teaching, hypertext, multimedia, virtual reality and a new teaching methodology (as used in Berlitz English School - full brainwash). At our faculty several years ago we experimentally undertook and applied an Integrated Design Teaching Method. A student during design process of an object simultaneously learnt all aspects and functions of the object being designing i.e.: its structure, piping and wiring, material cost and even historic evolution of its form and function. Unfortunately that concept was too extravagant as for the seventies in our reality. At present due to wide implementation of new media and tools in design process we come to consider reimplementation of IDTM again.
series eCAADe
email
last changed 2022/06/07 07:54

_id eb87
authors Bhavnani, S.K.
year 1996
title How Architects Draw with Computers: A Cognitive Analysis of Real-World CAD Interactions
source Carnegie Mellon University, School of Architecture and School of Computer Science
summary New media throughout history have passed through a period of transition during which users and technologists took many years to understand and exploit the medium's potential. CAD appears to be passing through a similar period of transition; despite huge investments by vendors and users, CAD productivity remains difficult to achieve. To investigate if history can provide any insights into this problem, this thesis begins with an examination of well-known examples from history. The analysis revealed that, over time, users had developed efficient strategies which were based on powers and limitations of tools; delegation strategies exploited powers provided by tools, and circumvention strategies attempted to overcome their limitations. These insights on efficient strategies were used to investigate the CAD productivity problem based on four research questions:

1. How do architects currently use CAD systems to produce drawings?

2. What are the effects of current CAD usage on product and performance?

3. What are the possible causes of current CAD usage?

4. What are the capabilities of the CAD medium and how can they be used efficiently?

The above four questions were addressed through the qualitative, quantitative, and cognitive analysis of data collected during an ethnographic study of architects working in their natural environment. The qualitative and quantitative analysis revealed that users missed many opportunities to use strategies that delegated iteration to the computer. The cognitive analysis revealed that missed opportunities to use such delegation strategies caused an increase in execution time, and an increase in errors many of which went undetected leading to the production of inaccurate drawings. These analyses pointed to plausible cognitive and contextual explanations for the inefficient use of CAD systems, and to a framework to identify and teach efficient CAD strategies. The above results were found to be neither unique to the CAD domain, nor to the office where the data were collected. The generality of these results motivated the identification of seven claims towards a general theory to explain and identify efficient strategies for a wide range of devices. This thesis contributes to the field of architecture by providing a detailed analysis of real-world CAD usage, and an approach to improve the performance of CAD users. The thesis also contributes to the field of human-computer interaction by demonstrating the generality of these results and by laying the framework for a general theory of efficient strategies which could be used to improve the performance of users of current and future computer applications.

series thesis:PhD
email
last changed 2003/04/15 13:36

_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 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 a573
authors Cicognani, Anna
year 1996
title Thinking Beyond
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 87-98
doi https://doi.org/10.52842/conf.ecaade.1996.087
summary If the new generation of architects is in need of tools, then we can consider ourselves lucky. On the market there are as many CAD systems as we would be able to learn and use in more than a Curriculum of a School of Architecture. On the other hand, being able to use the tools doesn't mean being able to produce good designs. It is often pointed out how much buildings designed by CAD systems look strangely similar. In the challenge of education, in Schools of Architecture, we need to help students to think beyond the tools themselves. This can be done with, for example, Virtual Design Studios and MUDs/MOOs, in which students can practise their architectural skills and adapt the tools to their design, instead of vice versa. This paper is a description of some attempts in educating how to think beyond tools in design tasks.

series eCAADe
email
more http://www.arch.su.edu.au/~anna
last changed 2022/06/07 07:56

_id acb9
authors Do, Ellen Yi-Luen
year 1996
title The Right Tool at the Right Time - Drawing as an Interface to Knowledge Based Design Aids
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 191-199
doi https://doi.org/10.52842/conf.acadia.1996.191
summary Designers use different symbols and diagrams in their drawings to explore alternatives and to communicate with each other. Therefore, a useful design environment should attempt to infer the designer's intentions from the drawing and, based on this inference, suggest appropriate computational tools for the task at hand. For example, a layout bubble diagram might activate design cases with similar configurations. Scribbles of view lines on a floor plan might bring up a spatial analysis tool. This research aims to develop an integrated digital sketching environment to support early design activities. The paper proposes RT, an intelligent sketch environment that provides the designers with the right tools at the right time.
series ACADIA
email
last changed 2022/06/07 07:55

_id ec0e
authors Engeli, M. and Kurmann, D.
year 1996
title A Virtual Reality Design Environment with Intelligent Objects and Autonomous Agents
source H.J.P. Timmermans (ed.), Design and Decision Support Systems in Architecture and Urban Planning Conference, Vol. 1: Architecture Proceedings, pp. 132-142
summary New technological achievements and research results allow for the creation of innovative design tools for architects, that do not originate from paper-based paradigms but instead make optimised use of the present technology and programming concepts. The core of our system is comprised of an intuitive interactive modelling tool. It runs in a virtual reality set-up, where the user can use 3D glasses to experience rooms and 3D input devices to model in three dimensions. The interface is free from widget-like buttons or menus, so that the user is undisturbed when moving into the virtual world of the design. The system can also run in a distributed fashion, so that a number of users can look at and modify the same design. The 3D model can be generated in a sketch-like fashion using solids and voids, void modelling turns out to be very valuable for architectural design. The objects in this system can contain forms of intelligence to produce such behaviour as: falling because of gravity, collision avoidance, and autonomous motion. Interactive behaviour can also be assigned to the objects. Autonomous Agents are added to the system to enhance the designer support. These are agents that enhance the virtual environment, agents that take over tasks, and agents that help to test the design. The system shows new interface and interaction approaches that support the architectural design process intelligently.
series other
last changed 2003/04/23 15:50

_id ddssar9609
id ddssar9609
authors Engeli, Maia and Kurmann, David
year 1996
title A Virtual Reality Design Environment with Intelligent Objects and Autonomous Agents
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 New technological achievements and research results allow for the creation of innovative design tools for architects, that do not originate from paper-based paradigms but instead make optimised use of the present technology and programming concepts. The core of our system is comprised of an intuitive interactive modelling tool. It runs in a virtual reality set-up, where the user can use 3D glasses to expe-rience rooms and 31) input devices to model in three dimensions. The interface is free from widget-like buttons or menus, so that the user is undisturbed when moving into the virtual world of the design. The system can also run in a distributed fashion, so that a number of users can look at and modify the same design. The 31) model can be generated in a sketch-like fashion using solids and voids, void modelling turns out to be very valuable for architectural design. The objects in this system can contain forms of intelligence to produce such behaviour as: falling because of gravity, collision avoidance, and autonomous motion. Interactive behaviour can also be assigned to the objects. Autonomous Agents are added to the system to enhance the designer support. These are agents that enhance the virtual environment, agents that take over tasks, and agents that help to test the design. The system shows new interface and interaction approaches that support the architectural design process intelligently.
series DDSS
last changed 2003/08/07 16:36

_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 diss_fox
id diss_fox
authors Fox, M.A.
year 1996
title Novel Affordances of Computation to the Design Process of Kinetic Structures
source Massachusetts Institute of Technology, Cambridge, MA
summary This paper is a discourse into the relationship between the process, computational tools and the role which symbolic structure can play in both. I argue the relationship of the process and tools is dialectic, whereby the tools we utilize in design develop new heuristics, the methodologies in turn, if reflectively understood, can be more aptly facilitated through the development of novel tools. The tools and the process then evolve together. A theory is laid out exploring the human visual information processing systems pertinence to the limitations in mental three-dimensional imaging and transformation operations as relevant to the operations of drawing and mental visualization within the architectural design processes, substantiating the designers necessity to draw (by traditional means, but more importantly here, through the inclusive integration of CAD within the process). The necessity to draw is explored as a representational process to the visual system as predicated upon the existence of a structured internal library of diagram-like representations in our heads. I argue that the ways we utilize such idiosyncratic libraries is predicated upon the ways in which we go about structuring the perceived experienced world around us into symbol systems. And finally, the ways we utilize our reflective understanding of the heuristic transformations of these symbols within the design process in the context of a CAD environment are explored as a means to an enhanced understanding of that which is being designed and consequently as a vehicle for the development of future CAD systems to better facilitate such methodologies of designing. A personal design process of several kinetic structures is carried out in order to arrive at a localized process analysis within computer-aided design environment. Through an interactive, reflective process analysis, conclusions are drawn as to the affordances and limitations of such tools as suggestive of the operations a CAD environment might perform so as to better foster future methodologies of designing. The design experiments are utilized as a vehicle to understand the process. Specifically three kinetic projects are exploited for the prototypical operations they display. When difficulties or mental limitations are encountered with the operations, specific tools are developed to facilitate the limitation or to overcome the problem.
series thesis:MSc
more http://www.mafox.net/sm_thesis/Thesis11.pdf
last changed 2003/11/28 07:35

_id 5fc4
authors Fruchter, R.
year 1996
title Conceptual Collaborative Building Design Through Shared Graphics
source IEEE Expert special issue on Al in Civil Engineering, June vol. 33-41
summary The Interdisciplinary Communication Medium computer environment integrates a shared graphic modeling environment with network-based services to accommodate many perspectives in an architecture/engineering/construction team. Communication is critical for achieving better cooperation and coordination among professionals in a multidisciplinary building team. The complexity of large construction projects, the specialization of the project participants, and the different forms of synchronous and asynchronous collaborative work increase the need for intensive information sharing and exchange. Architecture/engineering/construction (A/E/C) professionals use computers to perform a specific discipline's tasks, but they still exchange design decisions and data using paper drawings and documents. Each project participant investigates and communicates alternative solutions through representational idioms that are private to that member's profession. Other project participants must then interpret, extract, and reenter the relevant information using the conventional idioms of their disciplines and in the format required by their tools. The resulting communication difficulties often affect the quality of the final building and the time required to achieve design consensus. This article describes a computer environment, the Interdisciplinary Communication Medium (ICM), that supports conceptual, collaborative building design. The objective is to help improve communication among professionals in a multidisciplinary team. Collaborative teamwork is an iterative process of reaching a shared understanding of the design and construction domains, the requirements, the building to be built, and the necessary commitments. The understanding emerges over time, as team members begin to grasp their own part of the project, and as they provide information that lets others progress. The fundamental concepts incorporated in ICM include A communication cycle for collaborative teamwork that comprises propose-interpret-critique-explain-change notifications. An open system-integration architecture. A shared graphic modeling environment for design exploration and communication. A Semantic Modeling Extension (SME), which introduces a structured way to capture design intent. A change-notification mechanism that documents notes on design changes linked to the graphic models, and routes change notifications. Thus, the process involves communication, negotiation, and team learning.
series journal paper
last changed 2003/04/23 15:14

_id ddssar9615
id ddssar9615
authors Hill, S.M., Sinclair, B.S., Sandall, D., Butt, T.S., Sampson, N. and Blackie, N.
year 1996
title A Computer-Facilitated Approach for Development, Visualization and Testing of Functional Programming Information
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 Functional programming processes for complex architectural projects have traditionally been hampered by the static nature of available tools and technologies. Connection with user groups have likewise been disadvantaged through the employment of sender-oriented communications models that limit feedback and interaction. In addition, diminishing project budgets place increasing pressure on clients and consult-ants to develop more effective and efficient methods for the design and construction of buildings. This paper discusses a case-study involving the design of a highly complex medical laboratory wherein infoc mation technologies were used to facilitate the development, visualization and testing of functional pro-gramming information. The objectives for the project involved creating an environment where users and clients actively participate in consideration of programming directions and implications in a manner that would not only increase confidence that the program would meet user requirements now and in the future, but also would reduce redundant and or inefficient space within the overall building programme. In the approach used the distinction between programming and design is diminished to improve communication of desires and design responses. The findings of the study indicate that the computer-facilitated approach met the objectives of the project and that the methods developed hold promise for application across a broader range of project types.
series DDSS
last changed 2003/08/07 16:36

_id fb63
id fb63
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol 21, no 1, March 1996
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
series journal paper
type normal paper
email
last changed 2008/06/12 16:34

_id 2f3c
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol. 21 no 1, March 1996, pp. 22-30
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
keywords Computer Supported Collaborative Design
series other
email
last changed 2002/03/05 19:54

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