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 542

_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 ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 15:15

_id 3
authors Andia, Alfredo
year 1998
title Computadoras y Arquitectura en la Era Digital (Computers and Architecture in the Digital Era)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 22-31
summary It seems that when architects think, and talk about computers, they only reflect on very narrow images of the phenomenon. Architects think that the impact of computers in their profession is only related to how PCs, CAD/CAM, networks, software, peripherals, can improve the way they work today. Architects, by enlarge, are unable to reflect beyond the screen of their computers and the wall of their offices when it comes to recognize the real consequences resulting from the new technological advances. In this paper we argue that we should think differently. We must recognize that computers are having much more profound impact on the profession. Computers - the technology of the fantastic, par excellence - are changing the city! They are fundamentally transforming the way we use space, and buildings! Computers are beginning to create new kinds of urban cultures and infrastructures. Building types such as offices, banks, retail spaces, and museums are being transformed into virtual workplaces, telecommuting centers, networks of automated teller machines, home banking, smart stores and multimedia experiences. Computers are transforming the concept of working, the concept of banking, the concept of shopping, etc. In the end, something fundamental about the architecture of these activities.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cb96
authors Buckley, E., Zarli, A., Reynolds, C. and Richaud, O.
year 1998
title Business objects in construct IT
source R. Amor (ed.) Product and Process Modelling in the Building Industry, Building Research Establishment, Watford, England, pp. 117-130
summary Objective: EU Esprit Project 25.741 Wonda aims to meet the needs for Enterprise Information Systems and E-Commerce in the construction and banking industries. Wonda aims to deliver a solution suitable for contracting firms. The solution should enable take-up by SMEs, incremental value-added growth (perhaps Incremental Radicalism), mobile computing for location independent access by project managers and quick set-up of virtual enterprises reflecting both the short customer-supplier relationships in the industry and the need of construction firms to constantly re-configure and re-invent themselves. Method: Wonda will develop an open and secure framework for business objects and electronic payment. Business objects can be defined as software components, which encapsulate business rules and procedures and which can run anywhere on the network. They provide secure and sophisticated access to diverse electronic content and software applications. Indeed, just as a building can be described as a unique arrangement of standard products, a building project can be described as a unique arrangement of standard product data. Business Objects give a high level view of product data. They can be assembled into frameworks to support high-level views on industrial projects. The open framework will enable a distributed architecture through CORBA thus facilitating the interoperation of heterogeneous software components as found in legacy systems. The modular security of the framework and its support for electronic payment ensure authenication, confidentiality and non-repudiation as required for the business processes of construction virtual enterprises. Indeed the modular and incremental implemenation of security will be achieved partly through a Business Object architecture. Results will comprise o a pilot in 2 product cycles, o an open & secure framework architecture, o Commotion middleware for enabling business objects on top of Corba, o WeBuild (construction), WeBank (banking) and SILK (security) business objects o OpenDMX component to enable object orientated access to legacy databases.
series other
last changed 2003/04/23 15:14

_id c11a
authors Campbell, D.A.
year 1998
title VRML In Architectural Construction Documents: A Case Study
source VRML 98 Monterey - Proceedings of the 1998 VRML Conference, pp. 115-120
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect's design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. Finally, we suggest ways to enhance the VRML specification which would enable its widespread use as a communication tool in the design and construction industries. CR Categories and Subject Descriptors: 1.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, surface, solid, and object representations; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality; J-6. [Computer Applications]: Computer-aided Engineering - Computer-aided design (CAD), Computer-aided manufacturing (CAM). Additional Keywords: architecture, construction, AEC, design, construction documentation, specifications, Internet, extranet, World Wide Web, VRML, virtual worlds, virtual environments
series other
email
last changed 2003/04/23 15:50

_id c0e0
authors Campbell, Dace
year 1998
title Architectural Construction Documents on the Web: VRML as a Case Study
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. 266-275
doi https://doi.org/10.52842/conf.acadia.1998.266
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect’s design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. We analyze the usefulness of VRML as a communication tool for the design and construction industries. Finally, we discuss technical, social, and legal issues the AEC industry faces as it shifts to embrace widespread use of a “paperless” Web-based communications infrastructure for design documentation.
series ACADIA
email
last changed 2022/06/07 07:54

_id 18
authors Castane, D., Leirado, E.R., Tessier, C. and Martinez.R.
year 1998
title El Docente y la Utilizacion de Sistemas Multimediales en Redes Telematicas Aplicados a la Ensenanza 3D en Diseno Arquitectonico (The Teacher and the use of Multimedia Systems in Telematicas Networks Applied to the Teaching of 3D in Architectonic Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 154-159
summary The remarkable advances in the technology of computer systems, including software, hardware, and networks, continuously give us new avenues to be utilized in education. The pedagogic strategy to be developed in the utilization of digital graphic systems applied to three-dimensional design in architecture (both in the design and virtual expression of objects or already designed architectural groups) is still changing with the times.Therefore, the Department, as an extension of its experience with this type of development and as a response to deal with special situations such as large numbers of students, develops this new proposal, which is currently being used. This project uses the implementation, structuring, and building of a virtual site as an informatics classroom, utilizing multimedia systems, to be used as a support for acquiring knowledge during the learning that takes place doing the coursework. This setting would allow for the feedback between the instructor and the student to be on-going, hence both groups being efficiently motivated through examples and opportunities of how to do the following: utilize appropriate technology, manipulate the right information, utilize the right kind of software programs and techniques, revamp the knowledge, and benefit from using the appropriate digital techniques for each specific case of architectural design and expression.
series SIGRADI
email
last changed 2016/03/10 09:48

_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

_id maver_089
id maver_089
authors Chen, Y., Fram, I. and Maver, T.W.
year 1998
title A Virtual Studio Environment for Design Integration
source Advances in Engineering Software, vol 29, No 10, 787-800
summary In this paper the authors attempt to stress the social dimension of design and the role of explicit support for human-level interaction during design systems integration. A human-centred approach is proposed by taking design integration as the collaborative use of design artefacts, and a virtual studio environment (VSE) framework is presented as an integration vehicle to link the social and technical dimensions. A VSE consists of two subsystems: the VSE base system and the domain resources. While common generic facilities for human-human interaction are embedded within the VSE base system, the domain-specific resources are loosely coupled into VSE via resource agents. A VSE prototype for the domain of building design is described, and a demonstration of the use of the VSE prototype is presented. This is then followed by some discussion on related research and further work.
keywords Design Integration, Collaborative Design, Human-Human Interaction, Virtual Design Studio, Building Design
series journal paper
email
last changed 2003/09/03 13:23

_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 ddss9812
id ddss9812
authors Coomans, M.K.D. and Timmermans, H.J.P.
year 1998
title A VR-User Interface for Design by Features
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 We present the design of a Virtual Reality based user interface (VR-UI). It is the interface for the VR-DIS system, a design application for the Building and Construction industry (VRDIS stands for Virtual Reality - Design Information System). The interface is characterised by a mixedrepresentation of the task domain: an analogue “mock-up view” is being integrated with a descriptive “feature view”. It uses a Fish Tank VR configuration which integrates the virtual objects in the designer’s normal working environment. The issues underlying the design of the feature view are discussed, as well as the choice of input devices.
series DDSS
last changed 2003/08/07 16:36

_id 1beb
authors Coomans, M.K.D. and Timmermans, H.J.P.
year 1998
title A VR User Interface for Design by Features
source Timmermans (ed.) Proceedings of the 4th Conference on Design and Decision Support Systems in Architecture and Urban Planning, Maastricht
summary We present the design of a Virtual Reality based user interface (VR-UI). It is the interface for the VR-DIS system, a design application for the Building and Construction industry (VRDIS stands for Virtual Reality - Design Information System). The interface is characterised by a mixed representation of the task domain: an analogue "mock-up view" is being integrated with a descriptive "feature view". It uses a Fish Tank VR configuration which integrates the virtual objects in the designer's normal working environment. The issues underlying the design of the feature view are discussed, as well as the choice of input devices.
series other
last changed 2003/04/23 15:50

_id 3d1d
authors De Vries, B. and Jessurun, A.J.
year 1998
title An Experimental Design System for the Very Early Design Stage
source Timmermans (ed.) Proceedings of the 4th Conference on Design and Decision Support Systems in Architecture and Urban Planning, Maastricht
summary The concepts of the experimental design system that are discussed are feature modeling and geometrical constraints. The main technique for creating the user environment is Virtual Reality. Feature modeling forms the basis for managing the design data. To start with, data storage is implemented in a Relational Data Base Management System. Along with this a (traditional) interface is developed for managing the data. Data management consists of feature type creation and feature type instancing. Features are used to define building elements, their relationships and additional constraints. Apart from the design data, geometrical data are stored. Possible design solutions can be limited using geometrical constraints. Specifying connection types between building elements result in a set of solutions for the position of the bounding boxes of the building elements in space.
series other
email
last changed 2003/04/23 15:50

_id a15e
authors Dijkstra, J. and Timmermans, H.J.P.
year 1998
title Conjoint Analysis and Virtual Reality - A Review
source Timmermans (ed.), 4 Ih Design and Decision Support Systems in Architecture and Urban Planning Conference.
summary This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and evaluation of design alternatives. A virtual environment model and dynamic virtual objects representing the different design aspects of interest can present a design. The different design aspects are called attributes. Each attribute level is a different state of the concerned virtual object. In the case of a virtual walk through a building design, the system can be viewed as a visual simulation of the environment. The CA&VR system has the potential advantage that individuals' preferences can be measured in designed hypothetical choice situations. As part of the ongoing research project, principles underlying the CA&VR system will be illustrated by simple examples. The status of this research project, both in retrospect and in prospect will be described.
series other
last changed 2003/04/23 15:50

_id ddss9818
id ddss9818
authors Dijkstra, Jan and Timmermans, Harry J.P.
year 1998
title Conjoint Analysis and Virtual Reality – a Review
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 This paper describes a review of an ongoing research project which aims to develop a conjoint analysis and virtual reality (CA&VR) system as part of a design information system in virtual reality. The research project aims to develop a design system that can be used for interactive design and evaluation of design alternatives. A virtual environment model and dynamic virtual objects representing the different design aspects of interest can present a design. The different design aspects are called attributes. Each attribute level is a different state of the concerned virtual object. In the case of a virtual walk through a building design, the system can be viewed as a visual simulation of the environment. The CA&VR system has the potential advantage that individuals’ preferences can be measured indesigned hypothetical choice situations. As part of the ongoing research project, principles underlying the CA&VR system will be illustrated by simple examples. The status of this research project, both in retrospect and in prospect will be described.
series DDSS
last changed 2003/08/07 16:36

_id abed
authors Frazer, John Hamilton and Tang, Ming Xi
year 1998
title Development of an Integrated Design System
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. 473-482
doi https://doi.org/10.52842/conf.caadria.1998.473
summary The School of Design in the Hong Kong Polytechnic University is developing advanced computer-based design systems by integrating Artificial Intelligence and evolutionary computing techniques with CAD/CAAD systems. Applications embrace architectural and environmental design as well as interior, industrial, fashion, graphic, and photographic design. The integration of the design systems developed in these domains provides a good basis for building a virtual design studio in collaboration with leading design research centres and institutions around the world. This virtual design studio is intended as a powerful computational environment for the integration of Asian cultural values with modern interdisciplinary design technologies.
keywords AI, Generative Techniques, Evolutionary Techniques, Virtual Studio
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 203b
authors Jabi, Wassim M.
year 1998
title The Role of Artifacts in Collaborative Design
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. 271-280
doi https://doi.org/10.52842/conf.caadria.1998.271
summary With the proliferation of digital technology, a new category of design artifacts, usually described with the term virtual, has emerged. Virtual artifacts have gained further prominence due to the advances made in collaboration software and networking technologies. These technologies have made it easier to communicate design intentions through the transfer and sharing of virtual rather than physical artifacts. This becomes particularly true in the case of long-distance or international collaborative efforts. This paper compares the two major categories of artifacts – the physical and the computer-based – and places them in relationship to an observed collaborative design process. In order to get at their specific roles in collaboration, two case studies were conducted in which designers in academic and professional settings were observed using a methodology which focused on participation in the everydayness of the designer as well as casual discussions, collection of artifacts, note-taking, and detailed descriptions of insightful events. The collected artifacts were then categorized according to the setting in which they were created and the setting in which they were intended to be used. These two attributes could have one of two values, private or public, which yield a matrix of four possible categories. It was observed that artifacts belonging in the same quadrant shared common qualities such as parsimony, completeness, and ambiguity. This paper finds that distinguishing between physical and virtual artifacts according to their material and imagined attributes is neither accurate nor useful. This research illustrates how virtual artifacts can obtain the qualities of their physical counterparts and vice versa. It also demonstrates how a new meta-artifact can emerge from the inclusion and unification of its material and imagined components. In conclusion, the paper calls for a seamless continuity in the representation and management of physical and virtual artifacts as a prerequisite to the success of: (1) computer-supported collaborative design processes, (2) academic instruction dealing with making and artifact building, and (3) executive policies in architectural practice addressing the management of architectural documents.
keywords Collaborative Design Process
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id cd01
authors Kolarevic, B. (et. al.)
year 1998
title An Experiment in Design Collaboration
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. 90-99
doi https://doi.org/10.52842/conf.acadia.1998.090
summary Computer supported communication and collaboration among partners in the building design and construction process are no longer mere possibilities, but, given the will and know-how of the participants, a reality. Team members could work on a building design at any place, simultaneously together (synchronously) or separately (asynchronously), while the latest state of the design would always be available in a shared database. But to be successful, this emerging type of cooperation often requires new design and communication methods. This paper documents an experimental approach to design collaboration, tested in an intensive, one-week long Virtual Design Studio exercise involving three academic institutions. It briefly describes the structure and goals of the studio exercise, the methodologies applied, the resulting process of collaboration, and the lessons learned.

series ACADIA
email
last changed 2022/06/07 07:51

_id ddss9841
id ddss9841
authors Malkawi, Ali
year 1998
title Representing Collaborative Multi- Knowledge Agents as Generic Rules
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 This paper discusses the internal representation of a multi-knowledge agent decision support system that was developed for building thermal design. The system is able to provide designers with specific problem detection in thermal design without the use of rules of thumb. The paper describes how generic rules can be used as virtual agents and how these agents can interact using a blackboard model. The generic rules utilized use logical variables as a strategy to capture generality. This allows the rules todeal with variables that can be replaced by any possible term. In addition, it allows the rules to be equivalent to the infinite set of rules that could be obtained if the variables were replaced in all possible ways by terms. In the system, these terms include the building elements and systems that affect the thermal behavior of the building. Problems associated with agent conflicts and how they were resolved in such a model are described.
series DDSS
last changed 2003/08/07 16:36

_id sigradi2008_007
id sigradi2008_007
authors Martens, Bob
year 2008
title An Update on the Virtual Reconstruction of Synagogues in the City of Vienna
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper describes the reconstruction work in progress on Viennese Synagogues. The related project activities started in 1998, and all major temples have been reconstructed since then. The paper outlines the utilization of this research work in the form of a city guide, thus potentially reaching a wider audience. Furthermore, the idea to present the information in such a context led to a specific processing and delivery format.
keywords Virtual reconstruction; cultural heritage; synagogue; city guide; Jewish sacred building
series SIGRADI
email
last changed 2016/03/10 09:55

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