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 551

_id c88d
authors Dave, Bharat and Danahy, John
year 1998
title Virtual Study Abroad and Exchange Studio
doi https://doi.org/10.52842/conf.acadia.1998.100
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 100-115
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students’ city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives–a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.

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

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
doi https://doi.org/10.52842/conf.acadia.1998.016
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
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 8cb9
authors Lee, S., Mitchell, W.J., Naka, R., Morozumi, M. and Yamaguchi, S.
year 1998
title The Kumamoto-Kyoto- MIT Collaborative Project: A Case Study of the Design Studio of the Future
source Proceedings of Collaborative Buildings 1998, Darmstadt, Germany
summary The Department of Architecture at the Massachusetts Institute of Technology has conducted a series of experimental design studios, as part of a larger ongoing research endeavour called The Design Studio of the Future, an interdisciplinary effort focusing on geographically distributed computer-mediated design and work group collaboration issues. A recent exploration was a collaborative design project joining geographically dispersed design students, faculty, researchers, and practitioners from Kumamoto University, Kyoto Institute of Technology, and MIT to examine the nature of computer networked collaborative environments and advanced computer-aided design technologies to support architectural education and practice. This paper will describe this project, which provided the students and faculty members with practical experience in the use of emerging technologies for collaboration, design, and communication in both the day-to-day activities of distributed groupwork as well as in the more formalized reviews.
series other
last changed 2003/04/23 15:14

_id 7e80
authors Yee, S. (et al.)
year 1998
title The Kumamoto-Kyoto-MIT Collaborative Project: a case study of the Design Studio of the Future
source N.A. Streiz, S. Konomi, and H. Burkardt (eds), Cooperative Buildings: Interpreting Organization, and Architecture, Springer-Verlag, Berlin, pp. 80–93
summary The Department of Architecture at the Massachusetts Institute of Technology has conducted a series of experimental design studios, as part of a larger ongoing research endeavour called The Design Studio of the Future, an interdisciplinary effort focusing on geographically distributed computer-mediated design and work group collaboration issues. A recent exploration was a collaborative design project joining geographically dispersed design students, faculty, researchers, and practitioners from Kumamoto University, Kyoto Institute of Technology, and MIT to examine the nature of computer networked collaborative environments and advanced computer-aided design technologies to support architectural education and practice. This paper will describe this project, which provided the students and faculty members with practical experience in the use of emerging technologies for collaboration, design, and communication in both the day-to-day activities of distributed groupwork as well as in the more formalized reviews.
series other
last changed 2003/04/23 15:14

_id caadria2003_a1-2
id caadria2003_a1-2
authors Bunyavipakul, Monchai and Charoensilp, Ekasidh
year 2003
title Designing the Virtual Design Studio System for Collaborative Work on Pda Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2003.043
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 43-54
summary This research presents the collaboration in the VDS system through a microcomputer technology- a PDA (Personal Digital Assistants). Architect can collaborate anytime anyplace via VDS, a substitution to an old system that requires a specific location to work on. This research has studied and analyzed the format and the limitation of collaboration between PDA and Personal Computer, the wireless communication technology, and the Web Service technology, which enable different devices to share information through the Internet Network. The work process and the studied information have been used to develop a Web Application, a collaboration tool for a team of architect and designer. This Web Application has been tested in a renovation project, a clubhouse for a scuba diving place The objective of this research is to become a guideline of collaboration in architectural design work through Smart Object in order to serve the coming Ubiquitous era (Weiser, 1998)
series CAADRIA
email
last changed 2022/06/07 07:54

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id c125
authors LaViola, J., Holden, L.S., Forsberg, A.S., Bhuphaibool, D.S. and Zeleznik, R.C.
year 1998
title Collaborative Conceptual Modeling Using the SKETCH Framework
source Proceedings of IASTED International Conference on Computer Graphics and Imaging, 154-158
summary This paper introduces NetSketch, an application that supports distributed conceptual design by providing tools for modelessly creating, manipulating and viewing 3D models in a shared virtual space. Inherent problems exist with collaborative design tools because of the simultaneous group interaction required for users to smoothly and effectively work together in the same virtual space. With NetSketch, we provide solutions to these problems by providing a fast and direct gesture-based user interface, a set of visual effects that better enable a user's awareness of operations done by other participants, and a set of tools for enhancing visual communication between participants.
series other
last changed 2003/04/23 15:50

_id 1c6b
authors Mase, K., Sumi, Y. and Nishimoto, K.
year 1998
title Informal conversation environment for collaborative concept formation
source Community Computing: Collaboration over Global Information Networks, eds. T. Ishida. John Wiley & Sons
summary This chapter focuses on facilitating the early stages of community formation. We spend a great deal of time every day in informal conversations, which are very important for the early stages of forming various kinds of communities. People engaged in conversation will not only share information, but also try to listen to and understand others, and as well as work together to find common objectives. In the early stages of forming the communities, agreement on a common concept through such a process is an essential element in the bonding of the group. Conversation environments on networked computers, e.g., via e-mail, online chat, and news groups, eliminate the spatial and temporal constraints of forming these communities but allow for the reuse of accumulated dialogs from previous interactions. Moreover, a computerized environment can directly support information sharing and mutual understanding. Conventional computerized conversation support systems, however, often force their users to follow some predetermined conversation model, prepared by designers beforehand. Thus, it can be difficult to apply these systems to informal conversations. We are developing a system called AIDE (Augmented Informative Discussion Environment) that facilitates our informal daily conversations. It does not require users to provide additional information in designated forms during a conversation, but rather it provides functionality to enhance and support the informal conversation. AIDE features three main functions: the discussion viewer, the conversationalist agent and the personal desktop. Using these functions, the participants can attain mutual understanding, crystallize ideas, and share common concepts. AIDE is considered to be not only a tool for supporting informal conversation but also useful Communityware, especially for facilitating the initial stage of community formation. This chapter first discusses a model of the group thinking process and applies it to community formation. Then, the structure of the AIDE system is presented using a few example conversations to illustrate how the AIDE system can support communication between people. AIDE displays potential as communityware.
series other
last changed 2003/04/23 15:14

_id 215e
authors Bai, Rui-Yuan and Liu, Yu-Tung
year 1998
title Towards a Computerized Procedure for Visual Impact Analysis and Assessment - The Hsinchu Example
doi https://doi.org/10.52842/conf.caadria.1998.067
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 67-76
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments was conducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
keywords Environmental Simulation, Visual Impact Analysis and Assessment, Virtual Reality
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id bb72
authors Bourdot, P., Krus, M., Gherbi, R.
year 1998
title Cooperation Between Reactive 3D Objects and a Multimodal X Window Kernel for CAD
source Bunt, H., Beun, R.J., Borghuis, T. (Eds.). Multimodal Human-Computer Communication : Systems, Techniques, and Experiments. Berlin : Springer
summary From the early steps of sketching to final engineering, a frequent and very important activity in designing objects is to perform graphical and spatial simulations to solve the constraints on the objects which are being designed. But when we analyse work situations involving the use of CAD systems, it is today an acknowledged fact that these tools are not helpful to perform these types of simulations. While knowledge modeling based on form feature concepts already offers some possibilities for attaching behaviour to objects, the simulation activity requires in addition a `real time' and `intelligent' management of the interactions between the 3D virtual objects and the CAD user. Our general purpose is to study how future CAD systems could be improved to achieve the simulation steps of object design. In this context we present some issues concerning the cooperation between a model of reactive 3D objects and a multimodal X Window kernel. We have developed a prototype of a system where objects with reactive behaviour can be built, and with which the user can interact with a combination of graphical actions and vocal commands. This prototype is used to evaluate the feasability and the usefulness of the integration of such techniques in futur applications that would be used by object designers in a real working context. We describe the current state of this system and the planned improvements.
series other
last changed 2003/11/21 15:16

_id acdf
authors Dijkstra, J., Timmermans, H. and Roelen, W.
year 1998
title Eye Tracking as a User Behavior Registration Tool in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.1998.057
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 57-66
summary Registration of user behavior in a virtual environment is a particular aspect of an ongoing research project which aims to develop a conjoint analysis - virtual reality system. In this paper, the registration of user behavior by eye tracking techniques will be described. It will be advocated that eye-tracking techniques offer interesting possibilities for recording user behavior.
keywords User Behavior, Conjoint Analysis, Virtual Reality, Decision Making
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id e72f
authors Dorta, Tomás and LaLande, Philippe
year 1998
title The Impact of Virtual Reality on the Design Process
doi https://doi.org/10.52842/conf.acadia.1998.138
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 138-163
summary Sketching, either hand or computer generated, along with other traditional visualization tools such as perspective drawing have difficulty in correctly representing three dimensional objects. Even physical models, in architecture, suffer in this regard because of inevitable scaling. The designer finds himself cut off from the reality of the object and is prone to misinterpretations of the object and its surrounding space and to resulting design errors. These are sometimes not perceived until too late, once the object has been constructed. Traditional tools use 2D media to represent 3D objects and only manage to introduce the third dimension in a limited manner (perspectives, not only tedious to construct, are static). This scenario affects the design process, particularly the cycle of proposal, verification and correction of design hypotheses as well as the cognitive aspects that condition the designer’s visualization of the designed object. In most cases, computer graphics mimic, through its interface, the traditional way of doing things. The architectural model is parametricized with little regard for visualization. No allowance is made for the change in the medium of graphic representation. Moreover, effort is not made to capitalize on the advantages of numerical calculation to propose new interfaces and new dimensions in object visualization. Virtual Reality (VR), seen not only as technology but as experience, brings the 3D object, abstractly viewed by traditional means, into clearer focus and provides us with these new dimensions. Errors due to abstracted representation are reduced since the interface is always three dimensional and the interactions intuitively made in real time thus allowing the designer to experience the presence of the designed object very quickly. At the École de design industriel of the Faculté d’aménagement, we have run tests using non-immersive VR–one passive (comprehension) and another active (design). This project, involving a group of 72 students during a period of six weeks (6h/week), aimed at analyzing the impact of VR as a visualization tool on the design process versus traditional tools. The results, described in this presentation, shed light on the effect of VR on the creative process as such, as well as on the quality of the results produced by that process.

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

_id 0beb
authors Koch, Volker and Russell, Peter
year 2000
title VuuA.Org: The Virtual Upperrhine University of Architecture
doi https://doi.org/10.52842/conf.ecaade.2000.023
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 23-25
summary In 1998, architecture schools in the three nation region of the upper Rhine came together to undertake a joint design studio. With the support of the Center for Entrepeneurship in Colmar, France, the schools worked on the reuse of the Kuenzer Mill situated near Herbolzheim, Germany. The students met jointly three times during the semester and then worked on the project at their home universities usng conventional methods. This project was essential to generating closer ties between the participating students, tutors and institutions and as such, the results were quite positive. So much so, that the organisers decided to repeat the exercise one year later. However, it became clear that although the students had met three times in large groups, the real success of a co-operative design studio would require mechanisms which allow far more intimate interaction among the participants, be they students, teachers or outside experts. The experiences from the Netzentwurf at the Institut für Industrielle Bauproduktion (ifib) showed the potential in a web based studio and the addition of ifib to the three nation group led to the development of the VuuA platform. The first project served to illuminate the the differences in teaching concepts among the partner institutions and their teaching staff as well as problems related to the integration of students from three countries with two languages and four different faculties: landscape architecture, interior design, architecture and urban planning. The project for the Fall of 1999 was the reuse of Fort Kléber in Wolfisheim by Strasbourg, France. The students again met on site to kick off the Semester but were also instructed to continue their cooperation and criticism using the VuuA platform.
keywords Virtual Design Studio, CSCW, International Cooperation, Planning Platform
series eCAADe
email
more http://www.vuua.org
last changed 2022/06/07 07:51

_id diss_prothero
id diss_prothero
authors Prothero, Jerrold D.
year 1998
title The Role of Rest Frames in Vection, Presence and Motion Sickness
source University of Washington, HIT-Lab
summary A framework is presented for comprehending partly participants' spatial percep- tion in virtual environments. Speci c hypotheses derived from that framework in- clude: simulator sickness should be reducible through visual background manipula- tions; and the sense of presence, or of \being in" a virtual environment, should be increased by manipulations that facilitate perception of a virtual scene as a perceptual rest frame. Experiments to assess the simulator sickness reduction hypothesis demon- strated that congruence between the visual background and inertial cues decreased reported simulator sickness and per-exposure postural instability. Experiments to assess the presence hypothesis used two measures: self-reported presence and visual- inertial nulling. Results indicated that a meaningful virtual scene, as opposed to a random one, increased both reported presence and the level of inertial motion re- quired to overcome perceived self-motion elicited by scene motion. The simulator sickness research implies that visual background manipulations may be a means to reduce the prevalent unwanted side-e ects of simulators. The presence research intro- duces a procedure, possibly based on brain-stem level neural processing, to measure the salience of virtual environments. Both lines of research are central to developing e ective virtual interfaces which have the potential to increase the human-computer bandwidth, and thus to partially address the information explosion.
series thesis:MSc
more http://www.hitl.washington.edu/publications/r-98-11/
last changed 2003/11/28 07:35

_id 451d
authors Strong, James and Woodbury, Robert F.
year 1998
title Psyberdesign: Designing the Cognitive Spaces of Virtual Environments
doi https://doi.org/10.52842/conf.acadia.1998.276
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 276-288
summary Increasingly, we find ourselves spending more time on a daily basis engaged in a variety of virtual environments, ranging from those discovered when using the stand-alone computer, to more complex distributed networks such as the World Wide Web. Virtual environments are not restricted to the popular and hyped notion of immersive Virtual Reality systems, though, in immersion, such systems provide a dimension of experience sorely lacking in most human-computer interfaces. The design of a diverse range of virtual environments, from textual through to three dimensional, would seem to require insight from those who habitually create immersive experiences, whether real or virtual. The former include architects, the latter the authors of computer games. Virtual environments such as the Internet, and the World Wide Web in particular, are becoming increasingly confusing to navigate. Exploratory behaviour in these environments requires extensive cognitive effort, and often results in disorientation and a sense of anxiety. This paper attempts to address issues of cognitive mapping in virtual environment design, and the exciting role that architects should occupy in the creation of better virtual environments. A virtual environment tool, called WOMBAT, has been developed to discover more about the relationship between real environment and virtual environment navigation and cognitive mapping, and consequently the degree to which concepts and theories from real environment design and cognitive mapping research can be translated to the virtual environment domain. Both a natural environment and an information environment are being investigated using WOMBAT, with the primary interest being the cognitive mapping and wayfinding activities that are exhibited during exploration.

series ACADIA
email
last changed 2022/06/07 07:56

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
doi https://doi.org/10.52842/conf.ecaade.1999.370
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
summary Leeds Metropolitan University is well placed to carry out research into multi-disciplinary team-working, as all the design and construction disciplines are housed in one faculty. Staff have set up an experimental project, TIME IT (Team-working in Multi-disciplinary Environments using IT) which examines ways of working in the design/construction process and how IT is used when there is no commercial pressure. Four groups of four students, one graduate diploma architect, and one final year student from each of Civil Engineering, Construction Management and Quantity Surveying have been working on feasibility studies for projects that are based on completed schemes or have been devised by collaborators in the Construction Industry. Students have been asked to produce a PowerPoint presentation, in up to five working days, of a design scheme, with costs, structural analysis and construction programme. The students are not assessed on the quality of the product, but on their own ability to monitor the process and use of IT. Despite this, aggressive competition evolved between the teams to produce the 'best' design. Five projects were run in the 1998/99 session. A dedicated IT suite has been provided; each group of students had exclusive use of a machine. They were not told how to approach the projects nor when to use the available technology, but were asked to keep the use of paper to a minimum and to keep all their work on the server, so that it could be monitored externally. Not so. They plotted the AO drawings of an existing building that had been provided on the server. They like paper - they can scribble on it, fold it, tear it and throw it at one another.
keywords IT, Multi-disciplinary, Teamwork
series eCAADe
email
last changed 2022/06/07 07:50

_id 0f09
authors Ando, H., Kubota, A. and Kiriyama, T.
year 1998
title Study on the collaborative design process over the internet: A case study on VRML 2.0 specification design
source Design Studies 19, pp. 289-308
summary In this paper, we analyze the process of VRML 2.0 (Virtual Reality Modeling Language, Version 2.0) specification design for the deeper understanding of Internet-based collaboration. The VRML design process has the characteristics of being open to the public, geographically distributed, long-term, large-scale, and diverse. First, we examine the overall features of the design process by analyzing the VRML mailing list archive statistically. Secondly, we extract prototyping vocabulary (operational patterns) from the document change log. Thirdly, we analyze the process of proposing and agreeing with the PROTO node in detail. The results of analysis provide us with a guidance for facilitating innovation in the Internet-based collaboration.
series journal paper
last changed 2003/11/21 15:15

_id a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wie¿a Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_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
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last changed 2012/12/04 07:53

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