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 550

_id c373
authors Baldwin, A.N., Austin, S.A., Hassan, T.M. and Thorpe, A.
year 1998
title Planning building design by simulating information flow
source Automation in Construction 8 (2) (1998) pp. 149-163
summary Successful project management requires the effective control of the design teams and the exchange of information between them for successful design management. This paper describes a methodology involving discrete event simulation that can help the planning and control of building design. Discipline-based information flow models of the building design process are used to define the activities of the simulation model, concentrating on the concept and schematic design stages. Factors such as task durations and resources are then allocated along with any specific constraints that are to be evaluated. The model predicts the outcomes of the specific scenario of information related events, including design schedules and resource histograms. The paper describes the development and validation of the simulation model and discusses its potential application during the planning and design phases of building projects. It is concluded that this approach could form the basis of a useful tool for design managers responsible for multidisciplinary building design work.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
doi https://doi.org/10.52842/conf.ecaade.1999.370
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 ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 14fb
authors Tah, J.H.M., Howes, R. and Losifidis, P.
year 1998
title Information Modelling and Sharing in the CO-CIS Project
source The Int. Journal of Construction IT 6(2), pp. 67-85
summary Complex information structures are generated and exchanged during the life cycle of large projects. The key to realising improved collaboration amongst the several disciplines involved is in the integration of such structures. Object-orientation has emerged as an appropriate approach for handling the complexity inherent in construction domains. This paper presents a pure object-oriented Integrated Building Project Model (IBPM). The model is a definition of objects and relationships that pertain to the three different construction-related disciplines of architecture, structural engineering and project management. It provides the basis by which software applications can share objects and a means of achieving integration. From the IBPM, the notion of Intelligent Object Classes (IOCs) is introduced, leading to the COllaborative Construction Integrated System (CO-CIS), the development of which is described in terms of its generic conceptual architecture. The exploitation of the architecture in a prototype implementation of the IBPM and IOCs is demonstrated by the generation of construction schedules through the integration of CAD and project management packages.
series journal paper
last changed 2003/05/15 21:45

_id f448
authors Hermann, M., Kohler, N., Koenig, H. and Luetzkendorf, T.
year 1998
title CAAD System with Integrated Quantity Surveying, Energy Calculation, and LCA
source Proceedings: Green Building Challenge 98, Vancouver, Canada. Vol. 2, 68 - 75
summary In the framework of the German LEGOE project, an integrated tool is developed for computer aided architectural design (CAAD), quantity surveying (catalogue of building elements), life cycle cost calculation and estimation (construction and refurbishment), direct energy consumption (heating, hot-water, electri-city) and environmental impact assessment (mass flows and effect oriented evaluation). During the design process the architect works in his usual CAAD environment with building elements (e.g. one m2 of outer wall) which in turn are composed of detailed construction specifications, energy and mass flow coefficients and cost data. These elements are part of an independent catalogue of elements with all their relevant data. The different application programs use the same basic data and write the specific results into a project-specific database called a PDB which allows the comparison of these data to reference data from other projects. Evaluation and visualisation programs refer to the PDB only.
series other
last changed 2003/04/23 15:50

_id 10f9
authors Kvan, Th., West, R. and Vera, A.
year 1998
title Tools and Channels of Communication
source International Journal of Virtual Reality, 3:3, 1998, pp. 21-33
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 Expertise; Collaboration; Novice
series journal paper
email
last changed 2002/11/15 18:29

_id 0e29
authors Mahdavi, A.
year 1998
title Computational decision support and the building delivery process: a necessary dialogue
source Automation in Construction 7 (2-3) (1998) pp. 205-211
summary The current critical discourse of computational design support systems (particularly building performance modeling tools) focuses more often than not on the `endogenous' system problems, that is deficiencies in user communication, absence of integration, and the `black-box' character of the underlying computational routines. As a result of this mostly valid criticism, work has been initiated in various quarters to improve modeling-based decision support environments. This paper argues that parallel efforts are needed to address other factors that go beyond the immediate technical realm of tool-making and involve matters pertaining to issues of building design and construction process at large. The building delivery process has traditionally been regarded as a discrete and sequential set of activities. This state of affairs is the result of a historical evolution driven by many factors, one of which might be the necessity to organize the activities for the purpose of establishing a professional fee structure that is commensurate with the scope of work and level of accountability or responsibility. However, within the context of rapidly changing building technologies, production processes, and knowledge transfer mechanisms, the existing procedural framework no longer seems capable of meeting the increasingly complex demands associated with the creation of the built environment. While the technical capabilities of decision support tools are expanding, they still fall short of challenging the very logic of the often nonintegrated processes they are designated to support. It may be understandable that, as compared to tools, processes tend to be more resilient to structural changes because of their inherent communicative nature, evolved over time through general acceptance and consensus. This paper argues, however, that careful study of the necessary conditions under which significant structural changes in the building delivery process would evolve, can effectively inform the developmental strategies in computational design support toward anticipation and encouragement of such changes.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 40
authors Prieto, Carlos and Serrentino, Roberto
year 1998
title Configuraciones Urbanas Recursivas (Recursive Urban Configurations)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 300-309
summary A method to develop skills using digital techniques in architectural and design fields is proposed. Recursive procedures in successive cycles of abstraction are used applied for the urban layout design process. Each configurational cycle (master plan, urban modules, buildings, habitational units) is separated and exaggerated to face the process with pedagogical goals. Urban factors that conform the city are identified in order to classify repetitive urban problems. A patch of the city, in which a master plan is developed, is isolated and is submitted the measurable tests related to the Architectural and Design projecting process, enfatizating the following aspects., its systemic structures, its geometry and its growing. Alometric concepts and growing form analogies are used as scale control method in transformations and in recursive cycles. Based in two potentially recursive theories, fractals and tessellation's theories, a pedagogic procedure oriented to the use of tessellations is proposed using CAD systems tools.
series SIGRADI
email
last changed 2016/03/10 09:58

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
doi https://doi.org/10.52842/conf.ecaade.1999.169
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a96f
id a96f
authors Clayton, M., Johnson, R., Song, Y and Al-Qawasmi, J.
year 1998
title Delivering Facility Documentation using Intranet Technology
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. 240-253
doi https://doi.org/10.52842/conf.acadia.1998.240
summary Intranet technologies present new opportunities for delivering facility documentation for use in facility management. After the design stage, building documentation is reused to support construction and then facility operation. However, a common perception is that construction documents and as-built drawings are less than optimal for reuse to support operations. We have conducted a study of facility management processes and the information content of facility documentation in the context of information technologies that are emerging into the marketplace. The study provides guidance for facility managers who are implementing and fielding new information technology systems. A better understanding of information needs during operations may also help designers to better structure their own documents for reuse. An analysis of documents that are used throughout the life cycle of facilities has led us to a characterization of operations documents that are distinct from design drawings, record drawings or as-built drawings. From an analysis of facility management processes, we have identified different roles for facility documentation in those processes. Facility documentation may be used as a resource, as input, or as output. Furthermore, from interviews of facility management personnel, we identified facility information that was rated high in importance and low in satisfaction that might be targeted when implementing a facility information system. We prepared software demonstrations that show how the information may be extracted from drawings, entered into databases and then retrieved via Web and CAD interfaces. We suggest that operations documents consist of a variety of information types and require several kinds of information tools, including databases, CAD drawings and hypertext. Intranet technologies, databases and CAD software can be integrated to achieve facility management systems that address shortcomings in current facility management operations. In particular, intranet technologies provide improved accessibility to information for facility management customers and occasional users of the systems. Our study has produced recommendations based upon utility and ease-of-implementation for delivery of information from the design team to the owner, and among personnel during operation of the facility.

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

_id e72f
authors Dorta, Tomás and LaLande, Philippe
year 1998
title The Impact of Virtual Reality on the Design Process
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
doi https://doi.org/10.52842/conf.acadia.1998.138
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 8dae
authors Homma, R., Morozumi, M. and Iki, K.
year 1998
title Network-Based Dynamic Evaluation Process for Urban Landscapes
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. 213-222
doi https://doi.org/10.52842/conf.caadria.1998.213
summary When designing large-scale projects that affect urban landscapes such as the construction of power stations, it is important for a designer, to be able to predict how the landscape will be changed and public opinion in regard to the design stage. In order to support the communication between the public and the designer in the design process, authors have proposed a Network-Based Dynamic Evaluation Process (NDEP) for urban landscapes with WEB. This process can achieve a consensus decision, by applying the interactive cycles of proposal and evaluation to the design process. In this paper the authors outlined the framework of the process, the evaluation method by AHP, and a case study of an experimental production system.
keywords Decision Support Systems, Landscape Simulation, VRML, JAVA
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id b796
authors Krishnamurthy, B.K., Tserng, H.-P., Schmitt, R.L., Russell, J.S., Bahia, H.U. and Hanna, A.S.
year 1998
title AutoPave: towards an automated paving system for asphalt pavement compaction operations
source Automation in Construction 8 (2) (1998) pp. 165-180
summary Asphalt pavement density from roller compaction is a crucial factor in ensuring satisfactory pavement performance. Proper and uniform compaction of the pavement mat is essential in achieving the desired final compacted density. There is a necessity to investigate existing pavement construction practices, and provide more cost-effective modifications to the current scenario. Automation of the paving operation can increase the efficiency and quality of the operation, lead to reductions in overall project costs and time, and enhance pavement life. A system can be developed through algorithmic planning and real-time guidance strategies, and the development of a semi-automated path-planning and real-time guidance system that aims towards automating the paving operation. This system accepts relevant paving project inputs, generates appropriate path plans for the compactor, performs a graphical visualization of the generated path plan, and offers real-time guidance capabilities using Global Positioning Systems (GPS) technology. This system, named AUTOPAVE (v1.0), was developed in Microsoft Visual Basic™ programming language and offers a user-friendly and interactive graphical interface. The proposed new system will incorporate state-of-the-art GPS technology to standardize paving operations that are more amenable to rigorous quality control, and can result in considerable reductions in cost and time involved in asphalt pavement construction projects. This system was tested on several actual paving projects, and many operational issues related to the functioning of the system were successfully overcome.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c38b
authors Kunz, J.C., Christiansen, T.R., Cohen, G.P., Jin, Y. and Levitt, R.E.
year 1998
title The Virtual Design Team
source Communications of The ACM, Vol. 41, No. 11, November, 1998
summary The long range goal of the Virtual Design Team" (VDT) research program is to develop computational tools to analyze decision making and communication behavior and thereby to support true organizational (re)engineering. This article introduces the underlying theory, the implementation of the theory as a computational model, and results from industrial test cases. Organization theory traditionally describes organizations only at an aggregate-level, describing and predicting the behavior of entire organizations in terms of general qualitative predictions. We define and implement a "micro" theory of the structure and behavior of components of organizations, explicitly representing activities, groups of people called "actors," and organizational structure and policies for project teams. A VDT model can be "run" by a discrete event simulation. Emergent aggregate model output behaviors include the predicted time to complete a project, the total effort to do the project, and a measure of process quality. More detailed model behaviors include the time-varying backlog of individual actors and the "exceptions" associated with activities. The results are detailed and specific, so they can guide specific managerial interventions in a project team and can support sensitivity studies of the relative impact of different organizational changes. We conclude that such a theory is tractable and predictive for complex but relatively routine, project-oriented design tasks. The application for which VDT offers unique new kinds of insights is where an organization is striving to shrink time to market dramatically for a product that is similar to ones it has previously developed. Reducing time to market dramatically almost always requires that previously sequential activities are executed more concurrently. In this situation, experienced managers can still correctly identify the required activities and estimate their durations and skill requirements; but they almost always underestimate the increased workload arising from exponentially higher coordination needs and the propagation of rework between the now highly concurrent activities. The VDT framework, which explicitly models information dependency and failure propagation between concurrent activities, has proven to be far more accurate, and to incorporate a wider range of parameters, than CPM/PERT process models for these fast-paced development projects."
series journal paper
last changed 2003/04/23 15:50

_id 0e41
authors Matthews, David and Temple, Stephen
year 1998
title A Pedagogy of Interdependent Technologies: An Experimental Studio for Synthesizing Digital and Mechanical Processes
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 99-106
doi https://doi.org/10.52842/conf.ecaade.1998.099
summary As computer technology is integrated into design curricula, significant shifts in pedagogy must be developed that acknowledge and incorporate alterations in teaching design process. This paper offers a critical analysis of the effects on design productivity of an experimental design studio that proposed and investigated an interdependent relationship of mechanical and digital technologies. A design studio was developed based on linking digital and physical technologies through systematic transformations of one technology into the other. Transformations were structured as a series of projects to test concepts of "making/building" in the form of abstracting/ making concrete, building/un-building, and un-making/making. Student permutations of the transforming operations revealed that design processes occurred as a mutuality, rather than an opposition, of the virtual and material. Design activity was revealed as a patterned flow of systematic formulations built on previous transformations. Key results of the studio indicated increased early development of conceptualization, increased refinement and integration of design issues throughout the project stages, and greater sensitivity to use of materials in a more holistic realization of concepts. Current curriculum structures that fragment technologies and subjugate ideas of craft, technology, and ideation into separate courses or educational issues, do so at the expense of substantive design refinement. The experimental studio of interdependent technologies offers digital and mechanical technologies as an holistic feature of design processes, thus indicating a greater integration of "support" courses into design studio and implicating an increased role of "hands-on constructing" such as that in wood/metal shops.

series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:58

_id 6c98
authors Tsou, Jin-Yeu
year 1998
title Applying Computational Fluid Dynamics to Architectural Design Development - Strategy and Implementation
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. 133-142
doi https://doi.org/10.52842/conf.caadria.1998.133
summary This paper presents the development process and preliminary results of several research projects that apply computational fluid dynamics (CFD) to architectural design. The CFD On-line Teaching project is developing a multimedia training course for architecture students to apply CFD simulation to their projects. Each lesson illus-trates basic principles regarding air flow in building design, and provides CFD sample files with pre-defined flow cells for students to test these concepts. The Chinese Temple project uses CFD simulation to study the wind resistance of a Tong Dynasty heavy timber structure, with particular attention to the roof form. Air flow information generated in the project includes the visual representation of the pressure distribution and velocity field on all slices through the temple, as well as particle tracks around and through the building.  The Urban Housing Air Duct project focuses on air duct design for the China Experimental Urban Housing Scheme. The visual representation of the pressure distribution and velocity field in the ducts provides vital information for helping the China Housing Research Center improve the current design.
keywords CFD, Scientific Visualization, Computer-Aided Architecture Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

_id a2b0
id a2b0
authors Charitos, Dimitrios
year 1998
title The architectural aspect of designing space in virtual environments
source University of Strathclyde, Dept. of Architecure and Building Science
summary This thesis deals with the architectural aspect of virtual environment design. It aims at proposing a framework, which could inform the design of three-dimensional content for defining space in virtual environments, in order to aid navigation and wayfinding. The use of such a framework in the design of certain virtual environments is considered necessary for imposing a certain form and structure to our spatial experience in there.

Firstly, this thesis looks into literature from the fields of architectural and urban design theory, philosophy, environmental cognition, perceptual psychology and geography for the purpose of identifying a taxonomy of spatial elements and their structure in the real world, on the basis of the way that humans think about and remember real environments. Consequently, the taxonomy, proposed for space in the real world is adapted to the intrinsic characteristics of space in virtual environments, on the basis of human factors aspects of virtual reality technology. As a result, the thesis proposes a hypothetical framework consisting of a taxonomy of spatial and space-establishing elements that a virtual environment may comprise and of the possible structure of these elements.

Following this framework, several pilot virtual environments are designed, for the purpose of identifying key design issues for evaluation. As it was impossible to evaluate the whole framework, six specific design issues, which have important implications for the design of space in virtual environments, are investigated by experimental methods of research. Apart from providing answers to these specific design issues, the experimental phase leads to a better understanding of the nature of space in virtual environments and to several hypotheses for future empirical research.

series thesis:PhD
email
last changed 2003/10/29 21:37

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