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 72

_id 35a1
authors Caneparo, L.
year 1997
title Shared Information System for Urban and Architectural Design
source Coyne, R. Ramscar, M. Lee, J. and Zreik, K. (eds.) Design and the net. Proceedings of the Sixth International EuropIA Conference, Europia Productions, Paris, pp. 39-52
summary This paper briefly describes the implementation of an Internet-intranet information system applied to a large-scale project. The large-scale project is centered on the urban area around the Porta Susa railway station in Turin, Italy. The information system integrates the communicative tools used to facilitate and improve the collaboration between the different actors working on the project and the distributed environment used to elaborate the information across a wide area network. The main factors considered are those which exploit the potentialities of computers and networks for interaction and communication. One result is the possibility of interacting dynamically with the information, re-elaborating and distributing it in progress. The information systems opens different ways of collaboration between the project employees, and extends the participation in the project to the citizens.
series other
email
last changed 2003/04/23 15:14

_id 848a
authors Caneparo, Luca
year 1997
title Shared Virtual Reality for Architectural Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 431-442
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large- scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality in that the experience of virtual spaces is no longer individual, but rather shared across the net with other users simultaneously connected. SVR offers an effective approach to Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to elaborate information across the networks.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 75a8
authors Achten, Henri H.
year 1997
title Generic representations : an approach for modelling procedural and declarative knowledge of building types in architectural design
source Eindhoven University of Technology
summary The building type is a knowledge structure that is recognised as an important element in the architectural design process. For an architect, the type provides information about norms, layout, appearance, etc. of the kind of building that is being designed. Questions that seem unresolved about (computational) approaches to building types are the relationship between the many kinds of instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called ‘prototypes’) face problems clarifying these questions. The research work at hand proposes to investigate the role of knowledge associated with building types in the design process. Knowledge of the building type must be represented during the design process. Therefore, it is necessary to find a representation which supports design decisions, supports the changes and transformations of the design during the design process, encompasses knowledge of the design task, and which relates to the way architects design. It is proposed in the research work that graphic representations can be used as a medium to encode knowledge of the building type. This is possible if they consistently encode the things they represent; if their knowledge content can be derived, and if they are versatile enough to support a design process of a building belonging to a type. A graphic representation consists of graphic entities such as vertices, lines, planes, shapes, symbols, etc. Establishing a graphic representation implies making design decisions with respect to these entities. Therefore it is necessary to identify the elements of the graphic representation that play a role in decision making. An approach based on the concept of ‘graphic units’ is developed. A graphic unit is a particular set of graphic entities that has some constant meaning. Examples are: zone, circulation scheme, axial system, and contour. Each graphic unit implies a particular kind of design decision (e.g. functional areas, system of circulation, spatial organisation, and layout of the building). By differentiating between appearance and meaning, it is possible to define the graphic unit relatively shape-independent. If a number of graphic representations have the same graphic units, they deal with the same kind of design decisions. Graphic representations that have such a specifically defined knowledge content are called ‘generic representations.’ An analysis of over 220 graphic representations in the literature on architecture results in 24 graphic units and 50 generic representations. For each generic representation the design decisions are identified. These decisions are informed by the nature of the design task at hand. If the design task is a building belonging to a building type, then knowledge of the building type is required. In a single generic representation knowledge of norms, rules, and principles associated with the building type are used. Therefore, a single generic representation encodes declarative knowledge of the building type. A sequence of generic representations encodes a series of design decisions which are informed by the design task. If the design task is a building type, then procedural knowledge of the building type is used. By means of the graphic unit and generic representation, it is possible to identify a number of relations that determine sequences of generic representations. These relations are: additional graphic units, themes of generic representations, and successive graphic units. Additional graphic units defines subsequent generic representations by adding a new graphic unit. Themes of generic representations defines groups of generic representations that deal with the same kind of design decisions. Successive graphic units defines preconditions for subsequent or previous generic representations. On the basis of themes it is possible to define six general sequences of generic representations. On the basis of additional and successive graphic units it is possible to define sequences of generic representations in themes. On the basis of these sequences, one particular sequence of 23 generic representations is defined. The particular sequence of generic representations structures the decision process of a building type. In order to test this assertion, the particular sequence is applied to the office building type. For each generic representation, it is possible to establish a graphic representation that follows the definition of the graphic units and to apply the required statements from the office building knowledge base. The application results in a sequence of graphic representations that particularises an office building design. Implementation of seven generic representations in a computer aided design system demonstrates the use of generic representations for design support. The set is large enough to provide additional weight to the conclusion that generic representations map declarative and procedural knowledge of the building type.
series thesis:PhD
email
more http://alexandria.tue.nl/extra2/9703788.pdf
last changed 2003/11/21 15:15

_id 730e
authors Af Klercker, Jonas
year 1997
title Implementation of IT and CAD - what can Architect schools do?
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 83-92
summary In Sweden representatives from the Construction industry have put forward a research and development program called: "IT-Bygg 2002 -Implementation". It aims at making IT the vehicle for decreasing the building costs and at the same time getting better quality and efficiency out of the industry. A seminar was held with some of the most experienced researchers, developers and practitioners of CAD in construction in Sweden. The activities were recorded and annotated, analysed and put together afterwards; then presented to the participants to agree on. Co-operation is the key to get to the goals - IT and CAD are just the means to improve it. Co-operation in a phase of implementation is enough problematic without the technical difficulties in using computer programs created by the computer industry primarily for commercial reasons. The suggestion is that cooperation between software companies within Sweden will make a greater market to share than the sum of all individual efforts. In the short term, 2 - 5 years, implementation of CAD and IT will demand a large amount of educational efforts from all actors in the construction process. In the process of today the architect is looked upon as a natural coordinator of the design phase. In the integrated process the architect's methods and knowledge are central and must be spread to other categories of actors - what a challenge! At least in Sweden the number of researchers and educators in CAAD is easily counted. How do we make the most of it?
series AVOCAAD
last changed 2005/09/09 10:48

_id a726
authors Belblidia, S. and Perrin, J.P.
year 1997
title Level-of-Detail Visualization of Architectural Models
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 831-836
summary The work presented in this paper aims to use level-of-detail representation in realizing interactive walkthroughs or ignoring useless details in large architectural models. In order to choose the right representation of a model, we have to evaluate the error committed when using a simplified version instead of the full description of an object. This error depends on the object deformation during the simplification process but also on the importance of this object in the current viewing conditions. This "visible" error is used with different visualization strategies to find the model representation which satisfies either a quality criterion or a cost condition.
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_id 3509
authors Bourdakis, V. and Day, A.
year 1997
title The VRML Model of the City of Bath
source Proceedings of the Sixth International EuroplA Conference, europia Productions
summary The aim of this research project is to utilise VRML models in urban planning in order to provide easy-to-use visualisation tools that will allow non-experts to understand the implications of proposed changes to their city. In this paper, issues related to the construction and use of large urban models are discussed based on the authors' experience constructing the Bath computer model. Problems faced during the creation, translation and final adaptation of the original CAD model are presented, the solutions devised are demonstrated and suggestions regarding the management of similar projects are given.
series other
email
last changed 2003/11/21 15:16

_id 1a91
id 1a91
authors Bourdakis, V.
year 1997
title The Future of VRML on Large Urban Models.
source The 4th UK VRSIG Conference
summary In this paper, the suitability and usability of VRML for urban modelling is discussed based on the experience gained by the creation of urban models of varying sizes, level of detail and use. Areas where the current VRML specification is failing to satisfy the needs of large-scale urban modelling are highlighted. Properties of a successful alternative or VRML3.0 specification are suggested and briefly discussed.
keywords 3D City Modeling, Development Control, Design Control
series other
email
last changed 2003/11/21 15:16

_id 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email
last changed 2003/11/21 15:16

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id b656
authors Chase, S.C.
year 1997
title Logic based design modeling with shape algebras
source Automation in Construction 6 (4) (1997) pp. 311-322
summary A new method of describing designs by combining the paradigms of shape algebras and predicate logic representations is presented. Representing shapes and spatial relations in logic provides a natural, intuitive method of developing complete computer systems for reasoning about designs. The advantages of shape algebra formalisms over more traditional representations of geometric objects are discussed. The method employed involves the definition of a large set of high level design relations from a small set of simple structures and spatial relations. Examples in architecture and geographic information systems are illustrated.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2698
authors Chien, Sheng Fen and Flemming, Ulrich
year 1997
title Information Navigation in Generative Design Systems
doi https://doi.org/10.52842/conf.caadria.1997.355
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 355-365
summary Generative design systems take an active part in the generation of computational design models. They make it easier for designers to explore conceptual alternatives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed to enable designers to access the information with ease and low cognitive loads. We present an approach to support navigation in generative design systems. Our approach takes account of studies related to navigation in physical environments as well as information navigation in electronic media. Results of studies from the physical environment and electronic media reveal that 1) people exhibit similar cognitive behaviours (spatial cognition and the use of spatial knowledge) while navigating in physical and information spaces; and 2) the information space lacks legibility and imageability. The proposed information navigation model take these findings into account.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 123c
authors Coomans, M.K.D. and Timmermans, H.J.P.
year 1997
title Towards a Taxonomy of Virtual Reality User Interfaces
source Proceedings of the International Conference on Information Visualisation (IV97), pp. 17-29
summary Virtual reality based user interfaces (VRUIs) are expected to bring about a revolution in computing. VR can potentially communicate large amounts of data in an easily understandable format. VR looks very promising, but it is still a very new interface technology for which very little application oriented knowledge is available. As a basis for such a future VRUI design theory, a taxonomy of VRUIs is required. A general model of human computer communication is formulated. This model constitutes a frame for the integration of partial taxonomies of human computer interaction that are found in the literature. The whole model constitutes a general user interface taxonomy. The field of VRUIs is described and delimited with respect to this taxonomy.
series other
last changed 2003/04/23 15:50

_id fd8b
authors Czernuszenko, M., Pape, D., Sandin, D., DeFanti, T., Dawe, G. and Brown, M.
year 1997
title The ImmersaDesk and Infinity Wall projection-based virtual reality displays
source Computer Graphics, 31(2): 46-49, May
summary Virtual reality (VR) can be defined as interactive computer graphics that provides viewer-centered perspective, large field of view and stereo. Head-mounted displays (HMDs) and BOOMs™ achieve these features with small display screens which move with the viewer, close to the viewer's eyes. Projection-based displays, supply these characteristics by placing large, fixed screens more distant from the viewer. The Electronic Visualization Laboratory (EVL) of the University of Illinois at Chicago has specialized in projection-based VR systems. EVL's projection-based VR display, the CAVE™ premiered at the SIGGRAPH 92 conference.In this article we present two new, CAVE-derived, projection-based VR displays developed at EVL: the ImmersaDesk™ and the Infinity Wall™, a VR version of the PowerWall. We describe the different requirements which led to their design, and compare these systems to other VR devices.
series journal paper
last changed 2003/04/23 15:50

_id 598d
authors Davies, P.
year 1997
title Case study - Multiprofessional
source Automation in Construction 6 (1) (1997) pp. 51-57
summary IT is just a tool, but the most powerful one ever to be offered to us. This case study deals with the areas at which IT can be targeted within the Building Design Partnership. Firstly, should anything be done and if so, what criteria should be used to choose the priorities? A SWOT analysis is one way way to identify goals. Strengths/weeknesses, opportunities/threats are the positive/negative pairs. We have to build our strength and perceive and take opportunities while at the same time countering weaknesses and threats. It is a threat that the industry sets a moving target of IT capability without wanting to meet its cost. It is an opportunity that only a few practices will be at the leading edge and that they will secure the key projects. IT could help us to overcome technical weaknesses and liability and reduce staff and premises costs. It could also increase our exposure to fixed capital costs in a cyclical business. IT could increase the success of integrated practice or it could make it easier for separate firms. We believe the likelihood is that IT will do as it has for financial services and favour the large, multi-national, well prepared and technologically advanced firms. New services will emerge and become assential and will separate the `sheep from the goats.'
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 863b
authors Ferrar, Steve
year 1997
title Computers and the Creative Process
doi https://doi.org/10.52842/conf.ecaade.1997.x.t8c
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary For many years I kept all my personal details, appointments and notes on a Psion Organiser. One day I started questioning the efficiency of this and my motivation for doing it. On analysis, (which I suppose I should have carried out before I bought it) I realised that, compared with a paper-based system, it took me longer to a) record information and b) retrieve it. But almost more importantly I realised that scanning information to build up a picture of say a particular week or month was not nearly as easy. As for annotating with a pencil or felt tipped pen......how I suddenly longed for the good old days and a paper-based system. I have now reverted to a Filofax, which even at the exorbitant price of £22.50 was still a lot cheaper than a Psion.

It is a random access device, with a large permanent storage capacity, is expandable and in easy-to-access hardcopy format. It is infinitely flexible. There are no batteries to run down and I can still get into it if I forget the password!

series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/ferrar/ferrar.htm
last changed 2022/06/07 07:50

_id b3f6
authors Goodwin, G.
year 1997
title Software and hardware summary
source Automation in Construction 6 (1) (1997) pp. 29-31
summary With the rate of change accelerating in both technological development and in the spread of global markets, very few cost cutting businesses will survive in a value added marketplace. Information sharing over networks has a lot to offer the Industry by way of eliminating delays from the construction process and inventory from the Supply Chain. The most significant change by 2005 will be in networking and communications. Discovering design flaws at the design stage rather than when the building is in use must be very attractive to clients of the Construction Industry. Construction firms must have some sort of IT Strategy or clear view of how to exploit IT to support their businesses. Large companies need to act as coaches and mentors to smaller ones. The Industry cannot maximise its IT benefits unless all the players participate.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id faf7
authors Greer, R., Haas, C., Gibson, G., Traver, A. and Tucker, R.L.
year 1997
title Advances in control systems for construction manipulators
source Automation in Construction 6 (3) (1997) pp. 193-203
summary Fundamental advances in sensors, actuators, and control systems technology are creating opportunities to improve the performance of traditional construction equipment. New capabilities are being developed as well. These improvements in performance and new capabilities are resulting in better safety and efficiency. However, selecting control strategies can be confusing, and measuring and predicting their performance can be difficult. This paper identifies emerging control paradigms and describes methods for measuring their performance. Many control schemes and corresponding example applications are identified, including single degree of freedom control sticks, multiple degree of freedom joysticks, operating and safety constraints, teach/learn capability, resolved motion with internal and external sensors, spatially correspondent controllers, tele-operation, graphical programming and control, and autonomous controls. Methods described for measuring performance are based on American National Standard Institute (ANSI) standard tests, applications analysis, and ergonomics. Examples focus on the University of Texas at Austin's large scale hydraulic manipulator (LSM) and Automated Road Maintenance Machine (ARMM) with the results of performance tests on these manipulators being presented.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id acadia07_040
id acadia07_040
authors Hyde, Rory
year 2007
title Punching Above Your Weight: Digital Design Methods and Organisational Change in Small Practice
doi https://doi.org/10.52842/conf.acadia.2007.040
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 40-47
summary Expanding bodies of knowledge imply expanding teams to manage this knowledge. Paradoxically, it can be shown that in situations of complexity—which increasingly characterise the production of architecture generally—the small practice or small team could be at an advantage. This is due to the increasingly digital nature of the work undertaken and artefacts produced by practices, enabling production processes to be augmented with digital toolsets and for tight project delivery networks to be forged with other collaborators and consultants (Frazer 2006). Furthermore, as Christensen argues, being small may also be desirable, as innovations are less likely to be developed by large, established companies (Christensen 1997). By working smarter, and managing the complexity of design and construction, not only can the small practice “punch above its weight” and compete with larger practices, this research suggests it is a more appropriate model for practice in the digital age. This paper demonstrates this through the implementation of emerging technologies and strategies including generative and parametric design, digital fabrication, and digital construction. These strategies have been employed on a number of built and un-built case-study projects in a unique collaboration between RMIT University’s SIAL lab and the award-winning design practice BKK Architects.
series ACADIA
email
last changed 2022/06/07 07:50

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