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

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_id fb22
authors Chien, Sheng-Fen
year 1998
title Supporting information navigation in generative design systems
source Camegie Mellon University, School of Architecture
summary Generative design systems make it easier for designers to generate and explore design altematives, but the amount of information generated during a design session can become very large. Intelligent navigation aids are needed to enable designers to access the information with ease. Such aids may improve the usability of generative design systems and encourage their use in architectural practice. This dissertation presents a comprehensive approach to support navigation in generative design systems. This approach takes account of studies related to human spatial cognition, wayfinding in physical environments, and information navigation in electronic media. It contains a general model of design space, basic navigation operations, and principles for designing navigation support. The design space model describes how the space may grow and evolve along predictable dimensions. The basic operations facilitate navigation activities in this multi-dimensional design space. The design principles aim at guiding system developers in creating navigation utilities tailored to the needs of individual design systems. This approach is validated through prototype implementations and limited pilot usability studies. The validity of the design space model and basic navigation operations is examined through the development of a design space navigation framework that encapsulates the model and operations in a software environment and provides the infrastructure and mechanisms for supporting navigation. Three prototype navigation tools are implemented using this framework. These tools are subjected to usability studies. The studies show that these tools are easy to leam and are efficient in assisting designers locating desired information. In summary, it can be demonstrated that through the prototype implementations and usability studies, this approach offers sufficient support for the design and implementation of navigation aids in a generative design system. The research effort is a pioneer study on navigation support in generative design systems. It demonstrates why navigation support is necessary; how to provide the support; and what types of user interaction it can offer. This research contributes to information navigation studies not only in the specific domain of generative design system research, but also in the general field of human-computer interaction.
series thesis:PhD
email
last changed 2003/02/12 22:37

_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 ddss9806
id ddss9806
authors Besio, M., Frixione, M. and Pedemonte, O.
year 1998
title GIS technologies in the transfer of theknowledge project to the plan projectmultiple representation of the environmental spaces
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 An analysis is made of the relation between the conceptualand paradigmatic level of GIS technologies and the new forms of plan, whichmake environment the center of attention. The intention is to study newcriteria for zoning able to give contextual representations of theterritorial, environmental and landscape aspects of the geographical space,and also to study new legislative principles, able to establish integratedrules for theprojecting of soil uses, the safeguarding and recovery ofenvironmental systems and the tutelage and boosting of the landscape. The experimentation of GIS (Geographical Information System)technologies aims at the construction of systems helping to make decisionsfor the control of the environmental and landscape aspects of theterritory. An analysis is made of the ways in which there are formulated thedescriptions of the various aspects of the environment: the conceptsthrough which knowledge is expressed, the languages used forrepresentations, the cognitive models adopted. GIS technologies have made it possible to represent in an explicitmanner the paradigms underlying the various models of knowledge.Specifically, the following cognitive models have been developed:- ecological models of nature- ecological models of human settlement- ecological models of inhabitants’ mental perceptions
series DDSS
last changed 2003/11/21 15:16

_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 ad5b
authors Chu, K.
year 1998
title Genetic Space
source A.D.: Architects in Cyberspace II, vol.68, no.11-12, pp.68-73
summary The twentieth century is the century of convergence. No other century has witnessed the development and profusion of new ideas as the twentieth century, and no other century has experienced the range and scope of events that transpired globally to the extent as this century. Various historical formations and discoveries, unleashed by the Enlightenment, have profoundly changed and transformed the course of human civilization and lead to the maturation of the idea of modernity in this century. With two years left to the start of the next millennium, we are experiencing the effects of modernity that have channeled powerful innovations into the dawn of a new era that could lead, potentially, beyond modernity. More than anything, it signals one of the major premises of the enlightenment to radicalize the substance of nature through the substance of reason and, thereby, altering the modality of the cultural universe of humanity into a genuine cosmopolitical concept. The synthesis of energy, matter and information into a three-parameter system of explanation has created conditions that allow us to think the unthinkable and extend our imagination to the limits of the conceivable. Modernity, from a metaphysical standpoint, brings to light the concept of a transcendental reason that aims to clarify the conditions of possibility for reason as an apriori given. As a consequence, it paved the way for a systemic constitution of a cosmic concept of reason that partakes in the arrival of alien intelligence and one that seems destined to project itself into an ontological domain of its own making. If modernity is an unfinished project, as claimed by some, its program is, nonetheless, being transformed into a cosmogenetic principle where synthesis is the pre-eminent outcome of a return to a second nature, i.e., a transcendent concept of nature. Even though the transcendental dialectic of critical reason is directed towards the timeless unity of the unconditioned, the genitive logic implicit within cosmic reason, itself a form of recursive self-propelling intelligence, appears to be animated by a projective force capable of engendering and pro-creating in the evolutionary sense of the term.
series other
last changed 2003/04/23 15:50

_id cfad
authors Kurmann, David
year 1998
title Sculptor - How to Design Space?
doi https://doi.org/10.52842/conf.caadria.1998.317
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. 317-326
summary Architects face a significant lack of computer tools that truly support them in the early, conceptual stages of design. In this paper, we take a look at the reasons for that and propose some solutions. We introduce new human-machine interaction methods that do differ from construction based approaches. We define new spatial interface paradigms as well as new objects and their behavior. Finally we present their implementation in ‘Sculptor’ - a modeling prototype to enable designing in space with space.
keywords Spatial Modeling, Human Computer Interface, Cooperative Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:52

_id a616
authors Mallot - Hanspeter, A. and Gillner, S.
year 1998
title Navigation and acquisition of spatial knowledge in a virtual maze
source Journal of Cognitive Neuro-Science, 10, pp. 445-463
summary Spatial behavior in humans and animals includes a wide variety of behavioral competences and makes use of a large number of sensory cues. Here we studied the ability of human subjects to search locations, to find shortcuts and novel paths, to estimate distances between remembered places, and to draw sketch maps of the explored environment; these competences are related to goal-independent memory of space, or cognitive maps. Information on spatial relations was restricted to two types: a visual motion sequence generated by simulated movements in a virtual maze and the subject's own movement decisions defining the path through the maze. Visual information was local (i.e., no global landmarks or compass information was provided). Other position and movement information (vestibular or proprioceptive) was excluded. The amount of visual information provided was varied over four experimental conditions. The results indicate that human subjects are able to learn a virtual maze from sequences of local views and movements. The information acquired is local, consisting of recognized positions and movement decisions associated to them. Although simple associations of this type can be shown to be present in some subjects, more complete configurational knowledge is acquired as well. The results are discussed in a view-based framework of navigation and the representation of spatial knowledge by means of a view graph.
series journal paper
last changed 2003/04/23 15:50

_id bcdc
authors Streitz, Norbert A.
year 1998
title Integrated Design of Real Architectural Spaces and Virtual Information Spaces
source Proceedings of ACM CHI 98 Conference on Human Factors in ComputingSystems (Summary) 1998 v.2 pp. 263-264
summary This paper presents an introduction to the Suite "Integrated design of real architectural spaces and virtual information spaces". It discusses the affordances of architectural spaces serving as information spaces and vice versa. As a consequence, it argues for a two-way augmentation of these two worlds were are living in. It concludes with an overview of the papers of this Suite.
keywords Augmented Reality; Physical Space; Architecture; Virtual Space; Ambient Information; Workspace Design
series other
last changed 2002/07/07 16:01

_id fc80
authors Ubbelohde, S. and Humann, C.
year 1998
title Comparative Evaluation of Four Daylighting Software Programs
source 1998 ACEEE Summer Study on Energy Efficiency in Buildings Proceedings. American Council for an Energy-Efficient Economy
summary By the mid-1980's, a number of software packages were under development to predict daylighting performance in buildings, in particular illumination levels in daylighted spaces. An evaluation in 1988 by Ubbelohde et al. demonstrated that none of the software then available was capable of predicting the simplest of real daylighting designs. In the last ten years computer capabilities have evolved rapidly and we have four major packages widely available in the United States. This paper presents a comparative evaluation from the perspective of building and daylighting design practice. A contemporary building completed in 1993 was used as a base case for evaluation. We present the results from field measurements, software predictions and physical modeling as a basis for discussing the capabilities of the software packages in architectural design practice. We found the current software packages far more powerful and nuanced in their ability to predict daylight than previously. Some can accurately predict quantitative daylight performance under varying sky conditions and produce handsome and accurate visualizations of the space. The programs differ significantly, however, in their ease of use, modeling basis and the emphasis between quantitative predictions and visualization in the output.
series other
last changed 2003/04/23 15:50

_id caadria2006_621
id caadria2006_621
authors YU-LU LIU
year 2006
title THE MORE PHYSICAL NETWORK SPACE: A preliminary experiment in VR-Cave
doi https://doi.org/10.52842/conf.caadria.2006.x.o6l
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 621-623
summary For now, the written word is still the most efficient communication method in network space (Anders, 1998). When designing a network space, it is necessary to let users know the concept of the space. Some researchers imitated physical space and brought a similar spatial experience into network space. The design of network space may be based on existing space in the real world. The rules of construction in physical space and network space are the same (Donath, 1997; Dyson, 1998). Consequently, the best way to explore network space is to imitate physical space (Mitchell, 1995, 1999a).
series CAADRIA
email
last changed 2022/06/07 07:50

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 6672
authors Af Klercker, Jonas
year 1998
title A CAVE-Interface in CAAD-Education
doi https://doi.org/10.52842/conf.ecaade.1998.110
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 110-115
summary The so called "CAVE-interface" is a very interesting and thrilling development for architects! It supports a better illusion of space by exposing almost a 270° view of a computer model than the 60° which can be viewed on an ordinary computer screen. At the Lund University we have got the possibility to experiment with a CAVE-installation, using it in research and the education of CAAD. The technique and two experiments are discribed. The possibilities are discussed and some problems and questions are put forward.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/31af_klercker/index.htm
last changed 2022/06/07 07:54

_id 6433
authors Agranovich-Ponomarieva, E. and Litvinova, A.
year 1998
title The "Real Space - Cyberspace" Paradigm
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 141-145
summary In a chain of "real - perceived - imagined space" the computer reduces to a uniform model of only real and imagined space. It cannot undertake man's function or it cannot build the perception model. However, perception assumes physiological perception, psychological estimation and understanding, and emotional ho-experience. For a person the seizing of space during perception is constructing temporary spatial images and their development. The communicative relations of the person with environment are established during revealing internal and external structural communications and the interior represents the message, unwrapped in space and perceived in time. The real space is formed under influence of the sum of conceptual restrictions. The character of these restrictions depends on a super idea, a type of an initial situation, character of installations and on social-cultural stereotypes of the author. Without this stage transition to real architectural object is impossible. Result of activity of an architect at this stage becomes creation hypothetical cyberspace, with its own peculiarities and laws.
series plCAD
last changed 1999/04/08 17:16

_id ddss9803
id ddss9803
authors Arentze, T., Borgers, A. and Timmermans, H.
year 1998
title Extending spatial DSS with spatial choice models of multipurpose shopping trip behaviour
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 Spatial choice or interaction models have been widely used in spatial DSS or customised GIS for analysing the impacts of retail location plans. The models typically used, however, do not account for spatial agglomeration effects on spatial choice behaviour. This study develops a model system for analysing the impacts of retail plans based on a choice model of multipurpose behaviour developed in earlier work. The model system is implemented in the spatial DSS called Location Planner. An empirical study demonstrates the empirical estimation and use of the model for analysing the impacts of an expansion of floor space in the major shopping centre of a middle-sized city in The Netherlands. The results indicate that agglomeration effects as predicted by the model can have substantial impacts on the performance of retail systems. Therefore, it is argued that when incorporated in a spatial DSS, the more complex models have the potential to improve the use of these systems for impact analysis.
series DDSS
last changed 2003/11/21 15:16

_id 20
authors Cabezas, M., Mariano, C., MÌtolo, S., MuÒoz, P., Oliva, S. and Ortiz, M.
year 1998
title Aportes a la EnseÒanza de la ComunicaciÛn Visual (Contributions to the Teaching of Visual Communication)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 168-173
summary Going back to the proposal for the incorporation of multimid oriented towards the study of visual communication in 1st year of Architecture and Industrial Design which was presented on the 1st Seminary of Digital Graph that was held in 1997, in the FAU of UBA,it is being developed an educative programme of hypermedial character. Referring to Monge System development, it is though for the students so that they can consul and have a first contact with theoretical concepts. Through direct experience, starting from the studentís pre-existence of a lineal path from general to specific, proposing transversal perspective to start in depth conceptual contents according. Completing the traditional view of drawing by enlarging the iconicity and comprehension of a complex topic like geometry of the space.
series SIGRADI
email
last changed 2016/03/10 09:47

_id c0e0
authors Campbell, Dace
year 1998
title Architectural Construction Documents on the Web: VRML as a Case Study
doi https://doi.org/10.52842/conf.acadia.1998.266
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
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 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
email
last changed 2012/12/04 07:53

_id ddss9815
id ddss9815
authors Cutler, Lorraine M.
year 1998
title Prototypical Laboratory Design to Support Learning and Teaching
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 Collaboration between designers and scientists is an unusual combination to undertake the prototypical design of a teaching laboratory funded by Howard Hughes Medical Institute. The zoologists are developing a cooperative learning and interactive teaching pedagogy to make learningscience a process of critical inquiry and discovery. The industrial and interior designers are paying attention to the design issues of function and environmental support for teaching and doing the work required in a three-hour, hands-on beginning science learning space. Using both qualitative andquantitative research methods, the designers are able to determine a framework for making design decisions in prototypical beginning science environments. This framework is being developed as a guideline for designing similar environments at other institutions of higher learning. Videotape analysis precedes the research to uncover the underlying problems of the existing space and to formulate the questions for the research. Elements of a case study and an evaluative study integratewith the design process to form the basis of an intensive investigation of design issues for a beginning science teaching laboratory. Using two pretests as a baseline, the posttest data evaluates the success orfailure of the prototypical design. Both the pretests and the posttest evaluate the physical attributes of the old and new learning environment related to a beginning laboratory course in Zoology at Arizona State University.
series DDSS
last changed 2003/08/07 16:36

_id 27
authors De Gregorio, R., Carmena, S., Morelli, R.D., AvendaÒo, C. and Lioi, C.
year 1998
title La Construccion del Espacio del Poder. Museo de la Casa Rosada (The Construction of the Space of Power. Museum of the "Casa Rosada" (Argentinean Presidential House))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 212-217
summary The present work is part of the exposition "Francesco Tamburini, La ConstrucciÛn del Espacio del Poder I", exhibited in Rivadavia Cultural Center ( Rosario city), and in Casa Rosada Museum during 1997. The Exposition is based on an investigation program of the space that involves Casa Rosada, determining this space as the first piece of its collection. In 1995, when a group of argentines where visiting the picture gallery Pianetti (Jesi, Italy) there have been found some watercolours of Francesco Tamburini (1846-1890), planner of the main faÁades of the Government and author of many works. These watercolours have great value for architecture, and unknown by public, they have been the starting point of the Exposition. Among these argentines was Roberto De Gregorio architect, historian teacher of this school of architecture, and in charge of the historical investigation. C.I.A.D.'s specific work consists in converting in digital data Casa Rosada's faÁades. The two first stages, already completed, finished on the digital data conversion of facades, in front of Plaza de Mayo and Rivadavia street, with presidential access esplanade. Actually the work is centred on the two facades left and on the elaboration of an electronic model for the edition of a CD-ROM containing the information of the exposition.
series SIGRADI
email
last changed 2016/03/10 09:50

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