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 627

_id a25e
authors Loy, Hollis A.
year 1999
title Foundation for a Thorough CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1999.301
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 301-308
summary The birth and development of computing is considered by most as one of the greatest technological achievements of the twentieth century. Since the integration of computers in the built environment, over two decades ago, computing methods developed into efficient designing and calculating tools. In contrast, accelerating advancements in computing technology have created generation gaps amongst architects. There are inexperienced, novice, intermediate and advanced computer-capable architects. If each group was asked to define CAAD, some would still describe it as a computer program for technical draughting. Others may define CAAD (Computer Aided Architectural Design) as a vast array of digital media in CAD, multimedia and DTP, assisting architects in compiling visual presentations. Currently, most architectural schools are capable of instructing most, if not all, facets of CAAD (2D & 3D CAD, model rendering, photo montage, brochure layouts, etc.). However, this knowledge is accumulated at random throughout the course of study. "Computer Graphics for Architects" is the latest educational development in Europe bridging generation gaps with senior architects and serving as an introductory CAAD seminar to beginning architecture students. This book and lecture presents a gallery of recent architectural CAD, multimedia, and DTP presentations practiced in Europe´s second largest architectural firm. The terminology is user-friendly and its content concentrates on responding to the most often posed questions by CAAD beginners relating to: (1) Terminology (2) Appearance (3) Time Consumption (4) Cost Techniques introduced are independent of any platform. The goal is to summarize quickly and effectively the countless possibilities of presentations applicable in architecture practice. "Computer Graphics for Architects" provides a direction for future presentations and motivates students to excel in CAAD.
series eCAADe
email
last changed 2022/06/07 07:59

_id ga0009
id ga0009
authors Lewis, Matthew
year 2000
title Aesthetic Evolutionary Design with Data Flow Networks
source International Conference on Generative Art
summary For a little over a decade, software has been created which allows for the design of visual content by aesthetic evolutionary design (AED) [3]. The great majority of these AED systems involve custom software intended for breeding entities within one fairly narrow problem domain, e.g., certain classes of buildings, cars, images, etc. [5]. Only a very few generic AED systems have been attempted, and extending them to a new design problem domain can require a significant amount of custom software development [6][8]. High end computer graphics software packages have in recent years become sufficiently robust to allow for flexible specification and construction of high level procedural models. These packages also provide extensibility, allowing for the creation of new software tools. One component of these systems which enables rapid development of new generative models and tools is the visual data flow network [1][2][7]. One of the first CG packages to employ this paradigm was Houdini. A system constructed within Houdini which allows for very fast generic specification of evolvable parametric prototypes is described [4]. The real-time nature of the software, when combined with the interlocking data networks, allows not only for vertical ancestor/child populations within the design space to be explored, but also allows for fast "horizontal" exploration of the potential population surface. Several example problem domains will be presented and discussed. References: [1] Alias | Wavefront. Maya. 2000, http://www.aliaswavefront.com [2] Avid. SOFTIMAGE. 2000, http://www.softimage.com [3] Bentley, Peter J. Evolutionary Design by Computers. Morgan Kaufmann, 1999. [4] Lewis, Matthew. "Metavolve Home Page". 2000, http://www.cgrg.ohio-state.edu/~mlewis/AED/Metavolve/ [5] Lewis, Matthew. "Visual Aesthetic Evolutionary Design Links". 2000, http://www.cgrg.ohio-state.edu/~mlewis/aed.html [6] Rowley, Timothy. "A Toolkit for Visual Genetic Programming". Technical Report GCG-74, The Geometry Center, University of Minnesota, 1994. [7] Side Effects Software. Houdini. 2000, http://www.sidefx.com [8] Todd, Stephen and William Latham. "The Mutation and Growth of Art by Computers" in Evolutionary Design by Computers, Peter Bentley ed., pp. 221-250, Chapter 9, Morgan Kaufmann, 1999.    
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 8fe9
authors Terzidis, Kostas
year 1999
title Experiments on Morphing Systems
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 149-151
summary This paper presents recent experiments on 3D morphing of buildings. A genealogical tree is created out of cross-morphing buildings showing their children and grandchildren. The resulting children-buildings share characteristics of the formal properties of their parents. There are two methods used here to morph buildings: face-to-face mapping and object-to-object mapping. All morphed buildings are shown as real-time animation. A series of experiments will be presented. Some experiments investigate the implementation of architecture or art theories. For example, how would it look like to morph a Hedjuk building into a Le Corbusier building? How would the resulting child look like in a cubist world? Or how would a building look like as it is extrapolated beyond its target and instead of lines and points it is represented as letters and colors? The computer system that was developed by the author for this paper is called "zhapes" and is a Java-based 3D-experimentation system. It resides at the address http://www.cda.ucla.edu/caad/java/x/formProj2/formB.html where it can be downloaded for explorations.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 89bb
authors Ataman, Osman and Richey, Thomas
year 1999
title ArchiDATA: A Hypermedia Tool for Architecture
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 496-500
summary Design is a cooperative activity at several levels. At one level, clients, architects, financiers, and construction engineers and contractors, all play important roles in creating the design for the building. At another level, the design team may contain architects, interior and landscape designers, lighting experts, heating, ventilation, and air-conditioning experts, etc. At a third level, individual architects cooperate with computer-based design tools in creating portions of a complex design. This paper describes an ongoing project called ArchiDATA, in which we are developing a computational Case-Based Design Aid (CBDA) for architectural design. This project, which is collaboration between cognitive scientists and architectural researchers, builds on an artificial intelligence paradigm called case-based reasoning and work in post-occupancy evaluation and other case study research in architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f288
authors Bille, Pia
year 1999
title Integrating GIS and Electronic Networks In Urban Design and Planning
doi https://doi.org/10.52842/conf.ecaade.1999.722
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 722-728
summary In 1998 I undertook an inquiry into the use of information technology in Urban Design and Planning in Danish municipalities and among planning consultants. The aim was to find out who was working with the IT and for what purposes it was used. In education there seems to be barriers to a full integration of the new media, and I wanted to find out if that was also the case in the practise of architects and planners. Surprisingly I discovered that there was a computer on almost every desk, - but there were big differences in the use of the technology. The investigation described here is based on interviews with planners in selected municipalities and with urban planning consultants, and the results have been summarised in a publication.
keywords Urban Planning, Electronic Collaboration, GIS, Data Bases
series eCAADe
email
last changed 2022/06/07 07:54

_id 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.374
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email
last changed 2022/06/07 07:54

_id c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 15:14

_id d15b
authors Carrara, G., Fioravanti, A., Novembri, G., Brusasco, P.L., Caneparo, L. and Zorgno, A.M.
year 1999
title Computer Supported Design Studio
doi https://doi.org/10.52842/conf.acadia.1999.082
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 82-95
summary The paper presents the ongoing experimentation of a Computer Supported Design Studio (CSDS). CSDS is part of our continuing effort to integrate computer systems in the design studio. We recognize three corner stones to CSDS: memory, process and collaboration. They offer a framework for the interpretation of the pedagogical aspects of the teaching of architectural design in relation to the innovations produced by information technologies. The theme of the ongoing CSDS is a railway station in Turin, Italy, to be incorporated in a reorganized rail transport system. The choice of this theme emphasizes the realistic simulation aspects of the studio, where technical problems at the intersection of multiple disciplines need to be interpreted from an architectural point of view.
series ACADIA
email
last changed 2022/06/07 07:55

_id 125a
authors Dikbas, Attila
year 1999
title An Evaluating Model for the Usage of Web-based Information Technology in Computer Aided Architectural Design and Engineering Education
doi https://doi.org/10.52842/conf.ecaade.1999.349
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 349-352
summary New technologies often reshape expectations, needs and Opportunities so as to develop strategic Plans for the implementation of Information Techniques in education and research. The widespread acceptance of the internet and more specifically the World Wide Web (WWW) has raised the awareness of educators to the potential for online education, virtual classrooms and even virtual universities. With the advent of computer mediated communication, especially the widespread adoption of the web as a publishing medium, educators see the advantages and potential of delivering educational material over the Internet. The Web offers an excellent medium for content delivery with full text, colour graphics support and hyperlinks. The Purpose of this paper is to present a model for the usage of web-based information technology in computer aided architectural design and engineering education. It involves the key features of a full educational system that is capable of offering the teacher and the student flexibility with which to approach their teaching and learning tasks in ways most appropriate to the architectural design and engineering education. Web-based educational system aims at creating quality in on-line educational materials taking collaboration, support, new skills, and, most of all, time. The paper concludes with a discussion of the benefits of such an education system suggesting directions for further work needed to improve the quality of architectural design and engineering education.
keywords Web-based Information Technology, Online Education, Virtual Campus, Computer Aided Architectural Design, Engineering Education
series eCAADe
last changed 2022/06/07 07:55

_id c408
authors Hirschberg, U., Schmitt, G., Kurmann, D., Kolarevic, B., Johnson, B. and Donath, D.
year 1999
title The 24 Hour Design Cycle: An Experiment in Design Collaboration over the Internet
doi https://doi.org/10.52842/conf.caadria.1999.181
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 181-190
summary This paper describes a Virtual Design Studio exercise involving three academic institutions University - Hong Kong (China), ETH Zurich (Switzerland), and University of Washington, Seattle (USA) - whereby teachers and students, obviously on three different continents and in three different time zones, roughly eight hours apart, were working on a common design project using computer-aided design systems, video-conferencing and a web-based central database that managed and displayed all works throughout the process. The 24 hour design cycle is a metaphor for a more open and international approach to design, facilitated through computer networks. It implies a new form of collective authorship and distributed credits and thus deals with some of the essential challenges and opportunities the internet poses to creative disciplines.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ae38
authors Jabi, Wassim
year 1999
title Integrating Databases, Objects and the World-Wide Web for Collaboration in Architectural Design
source Proceedings of the focus symposium: World Wide Web as Framework for Collaboration in conjunction with the 11th International Conference on Systems Research, Informatics and Cybernetics, The International Institute for Advanced Studies in Systems Research
summary Architectural design requires specialized vertical knowledge that goes beyond the sharing of marks on paper or the multi-casting of video images. This paper briefly surveys the state-ofthe- art in groupware and outlines the need for vertical and integrated support of synchronous and asynchronous design collaboration. The paper also describes a software prototype (WebOutliner) under development that uses a three-tier persistent object-oriented, web-based technology for a richer representation of hierarchical architectural artifacts using Apple’s WebObjects technology. The prototype contributes to earlier work that defined a framework for a shared workspace consisting of Participants, Tasks, Proposals, and Artifacts. These four elements have been found through observation and analysis to be adequate representations of the essential components of collaborative architectural design. These components are also hierarchical which allows users to filter information, copy completed solutions to other parts of the program, analyze and compare design parameters and aggregate hierarchical amounts. Given its object orientation, the represented artifacts have built-in data and methods that allow them to respond to user actions and manage their own sub-artifacts. In addition, the prototype integrates this technology with Java tools for ubiquitous synchronous web-based access. The prototype uses architectural programming (defining the spatial program of a building) and early conceptual design as examples of seamlessly integrated groupware applications.
keywords Computer Supported Collaborative Design, WebObjects, Synchronous and Asynchronous Collaboration, Java Applets, Application Server, Web-based Interface
series other
email
last changed 2002/03/05 19:55

_id b989
authors Jahn, Gonzalo Vélez
year 1999
title Realidad Virtual en Arquitectura - Actualidad y Futuro (Virtual Reality in Architecture - The Present and the Future)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 79-82
summary During recent years, developments in the area of virtual reality and its applications in architecture have undergone a number of important transformations that point out the need of an updated revision and adjustment as regards its current situation status and also that which concerns its potentialities within a foreseeable future. This paper seeks to provide an ample vision about recent developments of VR in architectural applications and, also, about its potential developments within the settings provided by such imminent phenomena as the upcoming Internet II and its future impact on the three dimensional and multisensorial qualities of the information that will move within cyberspace in the next decades. The paper also comments on experiencies underway at the Laboratory of Advanced Techniques in Design, Faculty of Architecture and Urbanism, Universidad Central de Venezuela in collaboration with the Laboratory of Computer Graphics, School of Computing, also at UCV, Caracas. Finally, a number of considerations and conjectures are dedicated to the new field of VR multi-access worlds and its potential to virtual architectural modeling in the Intenet-WWW.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 5a4e
authors Jeng, Taysheng
year 1999
title Design coordination modeling: A distributed computer environment for managing design activities
source College of Architecture, Georgia Institute of Technology
summary The objective of this thesis is to develop an effective multi-user computer environment supporting design collaboration. This research takes a knowledge-based approach to capture meaningful process semantics specified by designers to effectively realize work. It concentrates on establishing a process infrastructure and tools for managing activities for a building design team, with emphasis on remote collaboration and distributed coordination. The results of this research include a design coordination model (DCM) and the prototype of a future generation of distributed coordination environments. DCM provides a digital representation of design processes and support visibility of coordination logic within a CAD environment. Some extended features of distributed coordination are explored in DCM, equipped with a model server that is developed using a web-based three-tier computing system architecture approach.  
keywords Data Processing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ecb2
authors Kalay, Yehuda E.
year 1999
title The Future of CAAD: From Computer-Aided Design to Computer-Aided Collaboration
source Llavaneras S., Gustavo J. and Negrón P., Enssa (eds.), 1ra Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Caracas (Venezuela) 1-3 december 1999, pp. 19-28
summary The primary uses of computers in the construction industry have been shifting, over the past four decades, from the evaluation of proposed design solutions, to their graphical (and other) representation, and more recently to facilitating collaboration among the various professionals who are involved in the design process. This paper argues that what may appear to be shifts in emphasis actually represents convergence on a single, original goal: the use of computers to help designers (and others who are involved in the design decision making process) to assess the quality, desirability, and the implications of their creations. Such assistance requires representation, communication, and analysis. The paper goes on to show how these individual parts can be joined into an integrated collaborative design environment, where they build upon and strengthen each other. Moreover, the paper argues that this convergence represents the future of CAAD research and development.
series other
email
last changed 2002/12/23 14:11

_id 1121
authors Kalay, Yehuda E.
year 1999
title The Future of CAAD: From Computer-aided Design to Computer-aided Collaboration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 14-30
summary The primary uses of computers in the construction industry have been shifting, over the past four decades, from the evaluation of proposed design solutions, to their graphical (and other) representation, and more recently to facilitating collaboration among the various professionals who are involved in the design process. The paper argues that what may appear to be shifts in emphasis actually represents convergence on a single, original goal: the use of computers to help designers assess the quality, desirability, and the implications of their creations. The paper shows how the formerly independent components can be joined into an integrated collaborative design environment, where they build upon and strengthen each other. Moreover, the paper argues that this convergence represents the future of CAAD research and development, providing the appropriate answer to the upcoming needs of the construction industry, whose products have become too complex and must abide by too many requirements for any one professional to handle all by himself. The paper argues that further improvements in the overall quality of the products, and the process of their design, will only accrue when the heretofore separate solutions are considered together, as integral parts of an overall solution. The paper describes the efforts that have been made by the CAD Research Group in Berkeley over the past six years in developing an integrated collaborative design environment that can facilitate multidisciplinary, a- synchronous design of buildings. The environment includes several semantically-rich, shared product representations, a network of distributed evaluators, and graphically enhanced collaboration and negotiation tools.
keywords Collaborative Design, Distributed Design Environment, Product Modeling, Performance Modeling, Process Modeling, Negotiation, Integration
series CAAD Futures
email
last changed 2006/11/07 07:22

_id b578
authors Kawasumi, Norihiro and Yamaguchi, Shigeyuki
year 1999
title A Study of Design Information System for Network Collaboration
doi https://doi.org/10.52842/conf.caadria.1999.191
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 191-199
summary In this paper, we discuss about the architectural design collaboration and information management based on the worldwide network. Internet and WWW are rapidly infiltrating through the architectural schools in the world, so it is easy to communicate and share the design information with web homepage and e-mail. But, a set of homepage and e-mail is not sufficient for easy and smooth design. Because of the data management method and system for network collaboration is not yet well organized nor well developed. In this paper, we report the results of two Virtual Design Studio projects that we have experienced and intend to analyze the problems to exchange and share the design information on the web. Then we propose the collaborative design system environment and evaluate it from the result of the experimental third Virtual Design Studio project that we have executed.
series CAADRIA
more http://archigraf.archi.kit.ac.jp/
last changed 2022/06/07 07:52

_id 687c
authors Kosco, Igor
year 1999
title How the World Became Smaller
doi https://doi.org/10.52842/conf.ecaade.1999.230
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 230-237
summary The world of computers became fruitful and independent before the new millennium started. New technologies and methods are giving us new tools and possibilities every day as well as the challenge how to use them. The advantage of architecture and namely of architects teaching at the universities or schools is remarkable: new techniques reflect the education, research and practice - and what is important - by one person. The links between practice and university from the point of view: how the computer technologies and CAAD influences methods of designing, managing and collaboration are very important in both directions. It grows with the number of students who left university with good computer skills on one side and number of architectural and engineering offices using computers on the other. Networks and Internet enables to exchange data but also experiences. Internet itself is not only a tool for surfing and enjoying or the source of information, but preferably like a powerful tool for collaboration, workgroups, virtual studios or long distance education. This paper describes experiences from research and educational projects between Slovak Technical University, IUG Grenoble, University of Newcastle and others and their influence on architectural education and practice.
keywords Long-Distance Education, Research, Practice
series eCAADe
email
last changed 2022/06/07 07:51

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email
last changed 2003/05/15 10:29

_id b57c
authors Kvan, Thomas
year 1999
title Designing Together Apart
source Open University, Milton Keynes
summary The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position that collaborative design is a social and situated act which must therefore be supported by high bandwidth tools. This formulation of architectural collaboration is rejected in favour of the formulation of a collaborative expert act. This proposal is tested experimentally, the results of which are presented. Supporting expert behaviour requires different tools than the support of situated acts. Surveying research in computer-supported collaborative work (CSCW), the thesis identifies tools that support expert work. The results of the research is transferred to two contexts: teaching and practice. The applications in these two contexts illustrate how CSCD can be applied in a variety of bandwidth and technological conditions. The conclusion is that supporting collaborative design as an expert and knowledge-based act can be beneficially implemented in the teaching and practice of architecture.
series thesis:PhD
email
last changed 2003/02/12 22:37

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