CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id 0358
authors Woo, S., Lee, E., Sasada, T. and Kim, I.
year 1997
title The Multi-User Workspace as the Medium for Communication in Collaborative Design
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. 133-142
doi https://doi.org/10.52842/conf.caadria.1997.133
summary The design process requires collaboration between organizations and individuals. This paper considers recent research in collaborative design system, it is called the multi-user workspace. The group-oriented multi-user workspace is a design environment where the collaborative work progresses smoothly between participants in the architecture design process. This paper describes the research project concerning the multi-user work space with inter-university collaboration. The design in the multi-user work space is processed while participants interact with each other. This paper shows the possibility of the multi-user workspace and investigates its problems.
series CAADRIA
last changed 2022/06/07 07:57

_id 8e5c
authors Khemlani, Lachmi and Kalay, Yehuda E.
year 1997
title An Integrated Computing Environment for Collaborative, Multi-Disciplinary Building Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 389-416
summary The increasing complexity of the built environment requires that more knowledge and experience be brought to bear on its design, construction and maintenance. The commensurate growth of knowledge in the participating disciplines-architecture, engineering, construction management, facilities management, and others-has tended to diversify each one into many sub-specializations. The resulting fragmentation of the design-built-use process is potentially detrimental to the overall quality of built environment. An efficient system of collaboration between all the specialist participants is needed to offset the effects of fragmentation. It is here that computers, with their ubiquitous presence in all disciplines, can serve as a medium of communication and form the basis of a collaborative, multi- disciplinary design environment. This paper describes the ongoing research on the development of such an integrated computing environment that will provide the basis for design and evaluation tools ranging across the many building-related disciplines. The bulk of the discussion will focus on the problem of a building representation that can be shared by all these disciplines, which, we posit, lies at the core of such an environment. We discuss the criteria that characterize this shared building representation, and present our solution to the problem. The proposed model has been adapted from geometric modeling, and addresses explicitly the difficult Problem of generality versus completeness of the represented information. The other components of the integrated environment that are under development are also described. The paper concludes with some implementation details and a brief look at two evaluation tools that use the proposed building representation for their task.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id c1ad
authors Cheng, Nancy Yen-wen
year 1997
title Teaching CAD with Language Learning Methods
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 173-188
doi https://doi.org/10.52842/conf.acadia.1997.173
summary By looking at computer aided design as design communication we can use pedagogical methods from the well-developed discipline of language learning. Language learning breaks down a complex field into attainable steps, showing how learning strategies and attitudes can enhance mastery. Balancing the linguistic emphases of organizational analysis, communicative intent and contextual application can address different learning styles. Guiding students in learning approaches from language study will equip them to deal with constantly changing technology.

From overall curriculum planning to specific exercises, language study provides a model for building a learner-centered education. Educating students about the learning process, such as the variety of metacognitive, cognitive and social/affective strategies can improve learning. At an introductory level, providing a conceptual framework and enhancing resource-finding, brainstorming and coping abilities can lead to threshold competence. Using kit-of-parts problems helps students to focus on technique and content in successive steps, with mimetic and generative work appealing to different learning styles.

Practicing learning strategies on realistic projects hones the ability to connect concepts to actual situations, drawing on resource-usage, task management, and problem management skills. Including collaborative aspects in these projects provides the motivation of a real audience and while linking academic study to practical concerns. Examples from architectural education illustrate how the approach can be implemented.

series ACADIA
email
last changed 2022/06/07 07:55

_id 2006_506
id 2006_506
authors Fioravanti, Antonio and Rinaldo Rustico
year 2006
title x-House game - A Space for simulating a Collaborative Working Environment in Architecture
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 506-511
doi https://doi.org/10.52842/conf.ecaade.2006.506
summary The research consists of the set up of a game simulating a e Collaborative Working Environment – CWE – in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as; participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.
keywords Architectural Design; CWE; Game; Representation Model; KBs
series eCAADe
email
last changed 2022/06/07 07:50

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
doi https://doi.org/10.52842/conf.acadia.1998.016
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

_id 0f97
authors Kvan, Th., West, R. and Vera, A.
year 1997
title Choosing Tools for a Virtual Community
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 20 p.
summary This paper reports on the results of experiments carried out to identify the effects of computer-mediated communication between participants involved in a design problem. When setting up a virtual design community, choices must be made between a variety of tools, choices dictated by budget, bandwidth, ability, availability. How do you choose between the tools, which is useful and how will each affect the outcome of the design exchanges you plan? Cognitive modelling methodologies such as GOMS have been used by interface designers to capture the mechanisms of action and interaction involved in routine expert behavior. Using this technique, which breaks down an individual's behaviors into Goals, Operators, Methods, and Selection rules, it is possible to evaluate the impact of different aspects of an interface in task-specific ways. In the present study, the GOMS methodology was used to characterize the interactive behavior of knowledgeable participants as they worked on a design task under different communication-support conditions.

Pairs of participants were set a design problem and asked to solve it in face-to-face settings. The same problem was then tackled by participants in settings using two different modes of computer-supported communication: email and an electronic whiteboard. Protocols were collected and analyzed in terms of the constraints of each tool relative to the task and to each other. The GOMS methodology was used as a way to represent the collaborative design process in a way that yields information on both the productivity and performance of participants in each of the three experimental conditions. It also yielded information on the component elements of the design process, the basic cognitive building-blocks of design, thereby suggesting fundamentally new tools that might be created for interaction in virtual environments.

A further goal of the study was to explore the nature of task differences in relation to alternative platforms for communication. It was hypothesized that design processes involving significant negotiation would be less aided by computer support than straight forward design problems. The latter involve cooperative knowledge application by both participants and are therefore facilitated by information-rich forms of computer support. The former, on the other hand, requires conflict resolution and is inhibited by non face-to-face interaction. The results of this study point to the fact that the success of collaboration in virtual space is not just dependent on the nature of the tools but also on the specific nature of the collaborative task.

keywords Cognitive Models, Task-analysis, GOMS
series other
email
last changed 2003/05/15 20:50

_id 789d
authors Kvan, Th., West, R. and Vera, A.
year 1997
title Tools for a Virtual Design Community
source Preprints Formal Aspects of Collaborative CAD, ed. M. L. Maher, J. S. Gero & F. Sudweeks, Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, pp. 109-123
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords CSCW; Group Work; Design; Expertise; Collaboration; Novice
series other
email
last changed 2002/11/15 18:29

_id 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id fe09
authors Morozumi, Mitsuo and Homma, Riken
year 2001
title A Design Studio Program that Applied Groupware to Stimulate Students’ Interactions - A Case Study of Junior Studio
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 317-322
doi https://doi.org/10.52842/conf.ecaade.2001.317
summary Since 1996, Kumamoto University has repeated several experiments to apply web-based collaborative design techniques to a junior design studio to stimulate students’ interaction in the class and to enhance their design abilities. As it became evident after a two-year experiment that writing web pages and uploading them to a web server was a barrier of communication for students, the authors developed a web-based groupware called GWNotebook, and started using it in 1998. In the fall semester of 2000, the authors tested the groupware in a revised version, and a new program of studio instructions that assumed the use of the groupware. This paper, referring students’ answers to two sets of questionnaire respectively carried out in 1997 and 2000, discusses the effectiveness of groupware and the instruction program.
keywords Design Studio, Groupware, Www, Information Sharing, Design Communication
series eCAADe
email
last changed 2022/06/07 07:59

_id 2064
authors Murakami, Y., Morozumi, M., Iino, K., Homma, R. and Iki, K.
year 1997
title On the Development and the Use of Group Work CAD for Windows-PCS
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. 179-186
doi https://doi.org/10.52842/conf.caadria.1997.179
summary With the development of high-band width communication technology, designers’ interests seem to shift gradually from a single-user, single-domain system to a network based group-work design system. So long as one regards that the design activity develops only in a concurrent, but asynchronous fashions, it is possible to say that file transfers through computer networks have already opened up the possibility of a hands-on collaborative design process in which all participants do not have to gather in the same place. However few CAD systems support group design work that develops in a concurrent synchronous fashion. This paper discusses a basic model of group work CAD systems that the authors have developed for windows PCs linked with LAN. Reviewing procedure of system operation, the authors conclude that the system could stimulate and accelerate a process of group wok design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 873a
authors Ng, Edward
year 1997
title An Evaluative Approach to Architectural Visualization
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. 449-463
doi https://doi.org/10.52842/conf.caadria.1997.449
summary In the forthcoming globalization and virtual almost everything, we are indeed reliving a moment of history when, at the turn of the century, machines replace craftsman in mass-producing goods quicker, cheaper, ‘better’ and faster for the mass market regardless of the appropriateness in using the machine. So much so that the recent proliferation of computer graphics has reached a stage where many are questioning their validity and usefulness in the advancement of architectural discourse. This paper argues that the pedagogy of the use of the new tools should be effective communication in vision and in representation. In short, saying what you do and doing what you say, no more and no less, or to be ‘true’ and ‘honest’. The paper tries to provide a hypothetical framework whereby the rationale of drawing could be more systematically understood and criticised, and it reports ways the framework is introduced in the teaching of design studio. The focus of the experimental studio (Active Studio 1.6 beta) is to enable the substantiation of ideas and feelings through a critical manipulation of medium and techniques. The results are narratives whereby the expression of intention as well as the drawings are both on trial.
series CAADRIA
last changed 2022/06/07 07:58

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 05fc
authors Park, Hoon
year 1997
title Cyber Design Studio: Using Manual Media Via Internet Connections for Collaborative 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.c9n
summary This article explores how Computer Aided Design (CAD) systems can be applicable and integrated into the early stage of design. CAD systems are still technologies that are not broadly accepted as useful to the designer especially in this stage of design because CAD systems use the monitor and mouse which differ from the sketch paper and pen of manual media. This article discusses how manual media and Computer-Mediated Communication (CMC) technologies - video conferencing, in my examples - that employ multimedia and Internet can empower designers by providing them with new ways of working together. For accommodating this approach, a prototype CAD system has been developed in which the system consists of a conventional drawing and extra capabilities. This system allows the designer to work with computer based and paper based tools in the same conventional environment as well as remote communications between the designers. This environment is used as the setting for a case study of design tutorials in the design studio. The analysis of this work provides interesting insight into the traditional roles of design studio as well as the relationship between digital and manual media.
keywords Cyber Design Studio, Collaborative Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/parkh/parkhoon.htm
last changed 2022/06/07 07:50

_id 5a97
authors Rosenman, M.A. and Gero, J.S.
year 1997
title Collaborative CAD modelling in multidisciplinary design domains
source Maher, M. L., Gero, J. S. and Sudweeks, F. (eds), Preprints Formal Aspects of Collaborative Computer-Aided Design, Key Centre of Design Computing, University of Sydney, Sydney, pp. 387-403
summary In a multidisciplinary design environment, such as the AEC domain, the various designers will have their own concepts and representations of the design object making communication in such an environment a complex task. This paper argues for a multiple view approach based upon an assumption that different concepts of an object are based on different functional contexts. Thus an understanding of concepts such as function, purpose and intent is critical since the representation of the functional properties of design objects is the underlying basis for the formation of different concepts and coordination of these concepts. The paper points to the modelling of multidisciplinary design teams as cooperative intelligent agents in a distributed decisionmaking system where the explicit representation of function and purpose are essential, in a CAD environment, for the necessary communication of intent and effects.
series journal paper
email
last changed 2003/05/15 21:33

_id d461
authors Sariyildiz, Sevil and Schwenk, Mathias
year 1997
title The CIAD-System - Multimedia Teachware as a Driving Force for CAAD
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 329-342
summary Software systems for educational purposes have been developed and used in many application areas. In this paper we will describe a development in the field of architecture and building science. CIAD is a teachware system directed to be used in the education of students of architecture as well as a tool that gives a survey to architects and engineers in the practice. In the first place it provides information about the use of computer science technologies in the building design process. Furthermore, information about the architectural design process itself is included. CIAD is a modular system which can be extended and updated easily. After giving an overview about the system, a module dealing with the detailing of a building design will be explained in-depth. By means of different examples the user gets information about the process. In animation sequences made from different renderings of example designs the process is explained. After that the user is requested to re-execute the different steps. By means of this teachware we create an environment where the user learns more efficiently by working with examples that are made by various CAAD-programs. Additionaly to the primary purpose to give an overview concerning the use of information and communication technology (ICT) for architectural design, the user will be motivated to use ICT as a medium for future work.
keywords Teachware, Multimedia Techniques
series AVOCAAD
last changed 2005/09/09 10:48

_id 22ad
authors Woo, S., Lee, E. and Sasada, T.
year 1997
title The Multi-User Workspace for Collaborative Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 443-452
summary The design process requires a collaboration between organizations and individuals. This paper considers recent research in collaborative design system, it is called the multi-user workspace. The group-oriented multi-user workspace is a design environment where the collaborative work progresses smoothly between individuals or organizations in architecture design process. This paper describes the recent research concerning the multi-user work space with inter-university collaboration. The design is processed in the multi-user work space where participants interact with each other. This paper aims to prove the availability of the Multiuser workspace and to understand its problems.
keywords Collaborative Design, Multi-User Workspace
series CAAD Futures
email
last changed 1999/04/06 09:19

_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 2dc0
authors Arkin, H. and Paciuk, M.
year 1997
title Evaluating intelligent buildings according to level of service systems integration
source Automation in Construction 6 (5-6) (1997) pp. 471-479
summary The intelligent building is supposed to provide the environment and means for an optimal utilization of the building, according to its designation. This extended function of a building can be achieved only by means of an extensive use of building service systems, such as HVAC; electric power; communication; safety and security; transportation; sanitation, etc. Building intelligence is not related to the sophistication of service systems in a building, but rather to the integration among the various service systems, and between the systems and the building structure. Systems' integration can be accomplished through teamwork planning of the building, starting at the initial design stages of the building. This paper examines some existing buildings claimed to be "intelligent", according to their level of systems' integration.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 0c91
authors Asanowicz, Aleksander
year 1997
title Computer - Tool vs. Medium
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.b2e
summary We have arrived an important juncture in the history of computing in our profession: This history is long enough to reveal clear trends in the use of computing, but not long to institutionalize them. As computers peremate every area of architecture - from design and construction documents to project administration and site supervision - can “virtual practice” be far behind? In the old days, there were basically two ways of architects working. Under stress. Or under lots more stress. Over time, someone forwarded the radical motion that the job could be easier, you could actually get more work done. Architects still have been looking for ways to produce more work in less time. They need a more productive work environment. The ideal environment would integrate man and machine (computer) in total harmony. As more and more architects and firms invest more and more time, money, and effort into particular ways of using computers, these practices will become resistant to change. Now is the time to decide if computing is developing the way we think it should. Enabled and vastly accelerated by technology, and driven by imperatives for cost efficiency, flexibility, and responsiveness, work in the design sector is changing in every respect. It is stands to reason that architects must change too - on every level - not only by expanding the scope of their design concerns, but by altering design process. Very often we can read, that the recent new technologies, the availability of computers and software, imply that use of CAAD software in design office is growing enormously and computers really have changed the production of contract documents in architectural offices.
keywords Computers, CAAD, Cyberreal, Design, Interactive, Medium, Sketches, Tools, Virtual Reality
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/asan/asanowic.htm
last changed 2022/06/07 07:50

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