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 706

_id af64
authors Nam, Tek-Jin and Wright, David
year 2001
title The development and evaluation of Syco3D: a real-time collaborative 3D CAD system
source Design Studies 22 (6) (2001) pp. 557-582
summary This paper describes the development and evaluation of a real-time collaborative 3D CAD system, Syco3D, which allows distributed designers in a small team to work together to build and edit virtual 3D models. A shared 3D workspace, Shared Stage, is incorporated in a conventional CAD interface and provides a number of real-time collaborative features in two main interface elements: Synchronised Stage View and Data Structure Diagram. This paper also reports on a usability experiment with two versions of the system, one with the Shared Stage module and the other without, and discusses the issues raised from the development and experiments with the real-time collaborative 3D CAD system.
series journal paper
last changed 2003/05/15 21:45

_id 5da8
authors Tokman, Leyla Y.
year 2001
title Collaborative e-Design
source DCNET'2000: Design Computing on the Net'2000, Organized by Key Centre of Design Computing and Cognition, University of Sydney ve the International Journal of Design Computing
summary In early 1900’s, successful architects who have a strong influencewith not only their ideas on architecture but also their own work gave desk criticism ‘the form of one-on-one conversation’ in their atelier or studio. Being in these studios was a big opportunity for limited number of accepted students. The architectural education in the first half of 1900’s has many other parallels to education from the other professions. Developments in computer technology have been created a new medium in architectural design and education since 1960’s. Today, Computer technology and communication technology together (Information Technology- IT) help architects and students communicate ideas. This is a big opportunity for architecture candidates in 1990’s comparing with the candidates in 1900âs. One of the main changes is desk criticism from ‘the form of one-on-one conversation’ to ‘the form of multiple consultants’. That means today, not only students but also professionals can develop projects together with any adviser/ partner at any time and at any place where IT can be accessible. Moreover, This collaboration for synchronous - asynchronous studies in virtual environments also brings the equal opportunity to the students from not only developed countries but also developing countries. Students and professionals can share and enhance different ideas, progression of design decisions in educational view and practice view. In this study, some experiences will be shared on design computing and also some new visions/ conceptual models of design computing in collaborative environments will be offered.
keywords Collaborative Design, Computing, Information Technology, Participation, Opportunity, Network, Team Design
series journal paper
email
more http://www.arch.usyd.EDU.AU/kcdc/journal/vol3/dcnet/tokman
last changed 2003/05/15 21:45

_id 9fe2
authors Almeida da Silva, A.B., Serón Arbeloa, F.J., Magallón Lacarta, J.A. and Félix, N.R.
year 2001
title PICTÓRICA O CIENTÍFICA? LA ACTIVIDAD DE GENERACIÓN DE IMÁGENES SINTÉTICAS EN EL CONTEXTO DE ENSEÑANZA (Pictoric or Scientific? The Activity of Generation of Synthetic Images in the Teaching Context)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 192-194
summary This work is restricted to the field of Graphics Representation in Architecture, analyzing the use of illumination models which are present at the software usually used for the development of images to describe the architectural objects. The differences between the real scene and the equivalences structured into the world of computer graphics related to the illumination models and light, are specially specified. This work analyses the categories of architectural problems associated to each of the available models; questions how this associations are included in architectural teaching context and studies how associated they are during the academic studies of the architect.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2411
authors Chen, Sheng-Chih
year 2001
title Analysis of the use of computer media by expert and novice designers
doi https://doi.org/10.52842/conf.caadria.2001.071
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 71-80
summary This paper is based on an experiment of protocol analysis. In order to investigate the differences in models designed under various circumstances, the paper attempts to find out how expert and novice designers develop their designs with computer media. It also compares expert designers with their novice counterparts by analyzing and generalizing some cases in their thinking and designing process. Thus a designer who is very familiar with software and have expertise in design must apply different strategies to their design. This is indeed the cause of changes in the process of promoting from a novice to an expert designer. Therefore, the differences between novices and experts can be one of the foci of educating novice designers.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 159e
authors Snyder, Alison B. and Paley, Samuel M.
year 2001
title Experiencing an Ancient Assyrian Palace: Methods for a Reconstruction
doi https://doi.org/10.52842/conf.acadia.2001.062
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 062-075
summary The various forms of two and three-dimensional applications of Computer- Aided Design provide methods for analyzing, seeing, and presenting newly realized design work. It can be used to re-create building spaces unseen since their collapse centuries ago. In our project we blur the lines between the design of new architectural spaces and the re-conception of ancient spaces, thus merging the fields of architecture and archaeology using digital technology. Archaeologists and Architects are interested in similar goals concerning the depiction of space and form but archaeologists must deduce from historical, cultural and social comparisons as well as actual excavated remains. Our project is reconstructing the 9th-century BCE Palace of Ashurnasirpal II situated in Iraq. Though much of the palace has been excavated its architecture and full artistic program will never again be fully realized. Attempting to visualize partially preserved archaeological sites depends upon deductive reasoning, empirical wisdom and sound research. By modeling digitally and using “real-time” Java-based programming, the researchers have learned more quickly about the building than through traditional flat plans, cross-sections, drawn perspectives and constructed models. We are able to “inhabit” specific interior and exterior spaces in ways not possible before. Using the tools of digital archaeology allows a myriad of educational possibilities for the scholar, student or layperson.
keywords Architecture, Archaeology; Reconstruction; Web, VR
series ACADIA
email
last changed 2022/06/07 07:56

_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 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 ec4d
authors Croser, J.
year 2001
title GDL Object
source The Architect’s Journal, 14 June 2001, pp. 49-50
summary It is all too common for technology companies to seek a new route to solving the same problem but for the most part the solutions address the effect and not the cause. The good old-fashioned pencil is the perfect example where inventors have sought to design-out the effect of the inherent brittleness of lead. Traditionally different methods of sharpening were suggested and more recently the propelling pencil has reigned king, the lead being supported by the dispensing sleeve thus reducing the likelihood of breakage. Developers convinced by the Single Building Model approach to design development have each embarked on a difficult journey to create an easy to use feature packed application. Unfortunately it seems that the two are not mutually compatible if we are to believe what we see emanating from Technology giants Autodesk in the guise of Architectural Desktop 3. The effect of their development is a feature rich environment but the cost and in this case the cause is a tool which is far from easy to use. However, this is only a small part of a much bigger problem, Interoperability. You see when one designer develops a model with one tool the information is typically locked in that environment. Of course the geometry can be distributed and shared amongst the team for use with their tools but the properties, or as often misquoted, the intelligence is lost along the way. The effect is the technological version of rubble; the cause is the low quality of data-translation available to us. Fortunately there is one company, which is making rapid advancements on the whole issue of collaboration, and data sharing. An old timer (Graphisoft - famous for ArchiCAD) has just donned a smart new suit, set up a new company called GDL Technology and stepped into the ring to do battle, with a difference. The difference is that GDL Technology does not rely on conquering the competition, quite the opposite in fact their success relies upon the continued success of all the major CAD platforms including AutoCAD, MicroStation and ArchiCAD (of course). GDL Technology have created a standard data format for manufacturers called GDL Objects. Product manufacturers such as Velux are now able to develop product libraries using GDL Objects, which can then be placed in a CAD model, or drawing using almost any CAD tool. The product libraries can be stored on the web or on CD giving easy download access to any building industry professional. These objects are created using scripts which makes them tiny for downloading from the web. Each object contains 3 important types of information: · Parametric scale dependant 2d plan symbols · Full 3d geometric data · Manufacturers information such as material, colour and price Whilst manufacturers are racing to GDL Technologies door to sign up, developers and clients are quick to see the benefit too. Porsche are using GDL Objects to manage their brand identity as they build over 300 new showrooms worldwide. Having defined the building style and interior Porsche, in conjunction with the product suppliers, have produced a CD-ROM with all of the selected building components such as cladding, doors, furniture, and finishes. Designing and detailing the various schemes will therefore be as straightforward as using Lego. To ease the process of accessing, sizing and placing the product libraries GDL Technology have developed a product called GDL Object Explorer, a free-standing application which can be placed on the CD with the product libraries. Furthermore, whilst the Object Explorer gives access to the GDL Objects it also enables the user to save the object in one of many file formats including DWG, DGN, DXF, 3DS and even the IAI's IFC. However, if you are an AutoCAD user there is another tool, which has been designed especially for you, it is called the Object Adapter and it works inside of AutoCAD 14 and 2000. The Object Adapter will dynamically convert all GDL Objects to AutoCAD Blocks during placement, which means that they can be controlled with standard AutoCAD commands. Furthermore, each object can be linked to an online document from the manufacturer web site, which is ideal for more extensive product information. Other tools, which have been developed to make the most of the objects, are the Web Plug-in and SalesCAD. The Plug-in enables objects to be dynamically modified and displayed on web pages and Sales CAD is an easy to learn and use design tool for sales teams to explore, develop and cost designs on a Notebook PC whilst sitting in the architects office. All sales quotations are directly extracted from the model and presented in HTML format as a mixture of product images, product descriptions and tables identifying quantities and costs. With full lifecycle information stored in each GDL Object it is no surprise that GDL Technology see their objects as the future for building design. Indeed they are not alone, the IAI have already said that they are going to explore the possibility of associating GDL Objects with their own data sharing format the IFC. So down to the dirty stuff, money and how much it costs? Well, at the risk of sounding like a market trader in Petticoat Lane, "To you guv? Nuffin". That's right as a user of this technology it will cost you nothing! Not a penny, it is gratis, free. The product manufacturer pays for the license to host their libraries on the web or on CD and even then their costs are small costing from as little as 50p for each CD filled with objects. GDL Technology has come up trumps with their GDL Objects. They have developed a new way to solve old problems. If CAD were a pencil then GDL Objects would be ballistic lead, which would never break or loose its point. A much better alternative to the strategy used by many of their competitors who seek to avoid breaking the pencil by persuading the artist not to press down so hard. If you are still reading and you have not already dropped the magazine and run off to find out if your favorite product supplier has already signed up then I suggest you check out the following web sites www.gdlcentral.com and www.gdltechnology.com. If you do not see them there, pick up the phone and ask them why.
series journal paper
email
last changed 2003/04/23 15:14

_id avocaad_2001_06
id avocaad_2001_06
authors Giovanni De Paoli
year 2001
title Architectural design and procedural models - A radical change of language to design in architecture
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 The history of architecture and its teaching clearly reveal how representations of the image and drawing have changed over centuries. Today, computers are increasingly found at the desks of architecture professionals and students, but their usage remains restricted to technical functions and what is commonly known as CAD (computer-assisted design), in architecture is often simply the other CAD (computer-assisted drawing).This presentation deals with architectural design, particularly at its earliest stage. Our objective is to propose a model for describing the architectural concept that meets the needs of architects through software. Only then will they really be able to use computers as an aid to design by overcoming the obstacles that presently keep us from making full use of them.This has led me to propose an avenue of exploration that examines projection through an object’s properties, and a method of computer-assisted design that makes use of procedural models. These procedural models consist of geometric operators and operators that define the properties, characteristics and performance of a building — operators which I have termed “semantic”.This research fits into a paradigm that leads to representation of the building through functions that can be called with parameters and encapsuled in an algorithm, making it possible to create procedural models that assist with the design. This approach opens up a means of integrating the logos with the figurative representation where drawing is used instead of words to convey the architectural concept.The example of a procedural model shows how we can use a generic model to produce a volume model with all the characteristics belonging to the same family of objects. This type of model can serve not only to illustrate the result of a process, or to draw connections among buildings on the basis of their construction process, or to test the validity of a rule typical of a set of objects, but also to integrate, through a functional language, semantic operators which to date have been excluded from the initial design phase. This descriptive mechanism is extremely powerful in making it possible to establish relationships among the functions and properties of a building and the purpose of the architectural project.The scientific contribution of this research is to test the hypothesis that we can use computer tools to manipulate operators which enable the architect to reappropriate a complex design of the building, and open up new lines of investigation into integrating geometric and knowledge-based systems into a unified representation. The declarative approach for creating three-dimensional scenes fits into this perspective.It is now a matter of exploring the possibility of working on a “common morphology” shared by everyone involved in the design process by rewriting the functions or by converting the functions used for representation, or else through a functional dialect (language) that allows for dialectic relationships among all types of operators and the actions of the protagonists in the architectural design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7313
authors Mahdavi, A., Brahme, R. and Gupta, S.
year 2001
title Performance-based computational design via differential modeling and two-staged mapping
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 667-680
summary Computational performance-based building design support faces a conflict. It is important to provide building performance feed back to the designer as early as possible in the design process. But many aspects of building performance are significantly affected by the design of the building’s technical systems, which are typically configured in detail only in the later stages of design. The challenge is thus to find a method to use detailed simulation tools even during the early stages of design when values for many of the variables for the building’s technical sub-systems are not yet available. In this paper, we demonstrate how this problem can be partially solved by combining two levels of automation. The first level consists of differential building representation involving a number of domain (application-specific) object models that are derived from a shared object model automatically. The second level uses generative agents that create reference designs for the technical sub-systems of the building. To demonstrate the feasibility of the proposed approach, we use the building energy systems domain (heating, cooling, ventilation, and air-conditioning) as a case in point.
keywords Building Performance Simulation, Homology-Based Mapping, Intelligent Design Agents
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 0767
authors Ries, Robert and Mahdavi, Ardeshir
year 2001
title Evaluation of Design Performance through Regional Environmental Simulation
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 629-642
summary Computational building simulation tools have historically viewed buildings as artefacts isolated and disconnected from their contexts. At most, the external environmental conditions have been viewed as outside influences or stressors encapsulated in, for example, weather files for energy simulation or sky models for lighting simulation. In the field of environmental assessment, life cycle analysis (LCA) has followed a similar path of isolating the artefact under analysis from its context. Modeling the building artefact as a participant in multiple contexts over time so that the interactions and dependencies between the regions and the building can be adequately explored in the design process requires support for the modeling of regional areas, as well as the artefact and the related life cycle processes. Using computational design and evaluation tools can provide the computing capability required for effective design decision support. This paper presents the implementation of the affordance impact assessment method and the regional environmental simulation in Ecologue. Ecologue is the computational tool for life cycle environmental impact assessment in the SEMPER integrated building design and simulation system. Ecologue contains a building model and an environmental model. The building model is automatically derived from the shared building model of the SEMPER system. The environmental model is a combination of a representation of the processes and emissions occurring in the life cycle of buildings and an impact assessment model. The impact assessment model is a combination of a context model of the physical characteristics of a region and a sub-regional fate and transport model based on the fugacity concept.
keywords Environmental Simulation, Design Decision Support, Life Cycle Analysis
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 5b1e
authors Stellingwerff, Martijn
year 2001
title The concept of Carrying in Collaborative Virtual Environments
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 195-208 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Collaborative Architectural Design can take place within a virtual environment with a team of remote but virtually present people. However, in most virtual environments, the ability to perform actions is still limited to the availability of some interactive objects and a set of tools for the specific purposes of the system. As the interface of most systems is designed for unshared use, the graphic feedback signals are limited to local information about the state of objects and tools. If multiuser interaction is added to such Virtual Environments, many new possibilities and problems emerge. Users of shared applications should not only be informed about the state of local objects, tools and their own actions, they should also be made aware of what the other users undertake. Aspects, which are in daily life so obvious, should be restudied thoroughly for the application within Virtual Environments for Collaborative Design. Much research has to be undertaken in order to make such virtual places as intuitively interactive as ordinary shared working places. The 'concept of carrying', which is proposed and explained in this paper, is expected to become a useful metaphoric mechanism for solving several issues related to Spatial User Interfaces (SUI's) and Collaborative Virtual Environments (CVE's). The visual feedback from 'carrying-events' should provide more mutual understanding about ongoing processes in shared applications and it should add a more 'natural' interface for processes concerning people, tools and content in virtual and digitally augmented environments. At the start of this paper some basic human action patterns for tasks on a 2Ddesktop are compared to tasks in a 3D-environment. These action patterns are checked for their implementation in Windows Icons Menus and Pointer (WIMP) interfaces and Virtual Reality systems. Carrying is focused upon as an important interactive event in Virtual Environments. Three carrying actions related to Collaborative Architectural Design are explained by means of prototypes in Virtual Reality Modeling Language (VRML). Finally the usefulness of a general carrying concept as part of a new Visual Language is considered. The research at hand is in its first exploring phases and draws from a running PhD research about SUI's for Context Related Architectural Design and from recent experiences in CVE's.
series other
email
last changed 2001/09/14 21:30

_id 23e4
authors Tuzmen, Ayca
year 2001
title Self-Sustainability of Effective Team Performance in a Collaborative Design Environment
doi https://doi.org/10.52842/conf.acadia.2001.122
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 122-131
summary A number of studies have contributed to the design and development of effective collaborative design environments. They have focused on the communication of interrelated team members, the creation of shared understanding and vision, and shared discovery of design solutions. However, only few studies have focused on the design or the development of collaborative design environments that would allow all the members of the design team to plan their processes, enact according to their plan, monitor and influence their performance in following the planned processes, and prevent them from deviating unconsciously from their desired performance. This paper introduces the constructs of a distributed process management environment (DPME) which was designed to stimulate self-sustainability of effective team performance in an collaborative design environment by supporting: (a) the shared creation of a process plan, (b) the enactment of a process according to its plan, (c) the monitoring of the outcome and process of the team, and (d) the control of the team performance. It presents the findings of a study conducted for evaluating the effectiveness of the DPME in meeting the conditions required for collaborative building design.
keywords Collaboration, Process Management, Sustaining Effective Team Performance
series ACADIA
email
last changed 2022/06/07 07:58

_id 5d0d
authors Tuzmen, Ayca
year 2001
title The effectiveness of a distributed_process management environment for collaborative design
doi https://doi.org/10.52842/conf.caadria.2001.481
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 481-490
summary This papers introduces the constructs of a distributed process management environment (DPME) which was designed to stimulate collaborative design by supporting: (a) the communication of team members, (b) the shared creation and discovery, (c) shared understanding, and (d) self-sustainability of effective team performance. An evaluation study was conducted for assessing the effectiveness of the DPME in meeting the conditions required for collaborative design. In the DPME evaluation, a groups of experts (N=13) were asked to discuss the current needs and expectations of the design teams from an effective collaborative design environment by identifying the capabilities and limitations of the currently employed collaboration methods and tools. The findings of the evaluation study illustrated that the design teams require to work in a collaborative design environment which not only allows the exchange of information regarding the artifacts being designed but also the communication of interrelated team members, the creation of a shared understanding of the team's vision and progress, the shared creation and discovery of artifacts and vision, and the monitoring and controlling of effective team performance.
series CAADRIA
email
last changed 2022/06/07 07:58

_id avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
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 The paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 0bef
authors Ataman, Osman and Wingert, Kate
year 2001
title DEVELOPING AN INTERACTIVE URBAN MODEL PROTOTYPE
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 300-303
summary The application of new digital media provides a methodology for reconstructing and analyzing certain architectural elements from the past. In this paper, a research project is described to develop a prototype system to represent and manipulate information in urban settings. In general, our research is aimed at developing a prototype urban database model and Philadelphia is chosen as a case study. An emphasis is placed on identification, categorization and representation of information in a way that is useful for urban researchers for analysis.
series SIGRADI
email
last changed 2016/03/10 09:47

_id d270
authors Park, Hyoung-June and Vakalo, Emmanuel-George
year 2001
title The recueil et parallËle des Èdifices de tout genre revised in digital: A tool for making an architectural reference
doi https://doi.org/10.52842/conf.caadria.2001.379
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 379-388
summary Under the assumption that design is a hypothetical test of building, this paper introduces a method of employing architectural knowledge through direct manipulation of geometric objects. Proposing a framework for retrieving and analyzing not only what is modeled but also how it is designed, this paper demonstrates that designing can be viewed as an object of research. The paper also discusses the issues pertaining to the implementation of the aforementioned framework.
series CAADRIA
email
last changed 2022/06/07 08:00

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