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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References

Hits 1 to 20 of 714

_id 658d
authors Hirschberg, U.
year 2001
title Fake. space
source Engeli, Maia (ed.): Bits and Spaces. Architecture and Computing for Physical, Virtual, Hybrid Realms, Basel/Boston/Berlin: Birkhäuser Publishers for Architecture (pp 56-65)
summary In fake.space the students form an online community that jointly builds up the fake.space node system, in which the individual contributions are linked and can be viewed and navigated through in various ways. The topics of the nodes are different aspects and concepts of space, which were investigated using digital representations of the students" own homes. The main principle is that of contextuality: every work is created in reaction to an already existing one and it is also displayed in that context when it has been handed in. The entirety of all student works creates a collective narrative space which can be read and navigated through in various ways, producing a multitude of very personal stories. In this sense fake.space can be regarded as a digital city.
series other
email
last changed 2003/04/23 15:14

_id 0b10
authors Strehlke, Kai and Engeli, Maia
year 2001
title Roomz]&[connectionz]. Scenarios in Space and Time
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 173-186
summary New opportunities for architectonic design and representation in threedimensional virtual spaces have arisen thanks to computers, networks, and new media in general. An environment with unique three-dimensional interfaces for the creation of spatial scenarios has been developed. The possibilities were explored in two successive courses in architecture and new media. Design in space and time, the investigation of special characteristics of digital spaces and the creation of a hyperstructure were the main topics of the creative work.
keywords Virtual Reality, Three-Dimensional User Interface, Narrative Structures, Webbased Environment, Digital Space Design, Architectonic Representation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id cf2003_m_026
id cf2003_m_026
authors WYELD, Theodor G.
year 2003
title An Object Server System for 3D Digital Design Collaboration
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 235-248
summary Moving through and between computer generated 3D objects we experience a 'virtual world'. Virtual Worlds have created a dream-like landscape. They also have facilitated a paradigm shift for architects working with CAD tools where they now desire to “design three-dimensional spaces in an immersed way” (Strehlke and Engeli 2001). Architects are already working in computer-moderated collaborative networked organisations. A 3D Virtual World offers a different kind of collaboration. To understand how architects might design in an 'immersed way', three experiments are described. The experiments attempt to investigate how participants experience the 3D spaces within which they collaborated. In particular, the last experiment makes use of 'shared objects' in the scene. The software chosen to create these Virtual Worlds was VRML and JAVA due to their flexibility and rapid prototyping. Where VRML differs from most CAD languages is in its openness. This paper describes an object sharing client-server architecture based on a simple multi-user system providing navigation in CosmoPlayer 2.11 ported through Netscape. The Object Server System allows multiple clients, as avatars, and objects to be manipulated in a 3D Virtual World. The system updates the transforms of the objects explicitly allowing their transform values to be shared across multiple browser sessions.
keywords collaboration, multi-user, object sharing
series CAAD Futures
last changed 2003/09/22 12:21

_id 7134
id 7134
authors Penttilä, Hannu (Ed.)
year 2001
title Architectural Information Management [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.2001
source 19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1 / Helsinki (Finland) 29-31 August 2001, 578 p.
summary Several common phrases, such as “information society” or “virtual reality” point out the fact that information technology, digital tools and numerous different services via various communication networks have become crucially important factors of our western lifestyle and living environment. The trends of the society reflects naturally the working environments of the construction field, architectural discipline being amongst them. It is almost inconceivable to even imagine an architect without computer-based tools anymore. This evolutional development process has, from historical perspective, only recently started. The process is constantly evolving and rapidly increasing our possibilities to use and enjoy these modern digital fruits. The sometimes unpredictable and rapid changes in our working environment should make architects nervous about the impacts of the changes. All those delicate methods and collective traditions of the several thousand year architectural discipline(!), just simply cannot be transferred into the digital realm in a few decades. Researchers and teachers should very carefully, but still open mindedly, critically explore, analyse and adjust the so-called “modern technology” into the world of architecture, construction, design, planning – and education. We are not just “endusers”, It is we, in fact, who should define what, where and how are we willing to use it(IT). The value of information is constantly growing in our society, and in the future it will evidently be even more so. The value of information is quite hard to define with measurable or agreed concepts, but information evidently contains value-factors. The information which the architects are creating, modifying and manipulating, contains essential and valuable core data concerning the whole built environment of our society. It affects the physical surroundings of our society, in which we will be living for decades – hence, the information has a historical basis. The architectural core information also very strongly affects the quality of life of our fellow citizens – consequently, it has deep social meaning. The essentials of architectural information relies on the tradition of centuries – hence, it clearly has acknowledged cultural values, which are also extremely difficult to quantify. So how could architectural information be described? The information covers a wide range of heterogeneous concepts, items, values, methods, tools, materials, true facts, rumours, intuition and knowledge, plus a multitude of yet undefined or unpredictable factors, which still have to be watched and prepared for. Since the information deals with common and general subjects, it should also be described with common and general concepts. On the other hand as the information is also concerned with the minutiae of specific projects, the architectural information should also be described with well identified and unique entities. With our digital tools we handle all information – including architectural – more and more digitally. We have to handle and manipulate information currently as digital data, which could be understood the ”raw material” of architectural information. Digital data becomes valuable information, when some kind of meaning or purpose to somebody can be attributed to it. In the early gloomy days of ”digital architecture” in the 1960’s and 1970’s, researchers tried to describe architectural artefacts and even design process mathematically. The details of architectural information were quite difficult to describe with binary alphanumeric information of main-frame machines. The architects’ tools development then led to a trend where architects could better represent and visualize the design objects digitally. The widespread and common use of 2D-drawing and 3D-modelling tools is still a very strong trend within our discipline. In fact it is “the way” the majority of architectural information is managed today. During the last 15–20 years, so-called conceptual modelling or product data modelling, done in various technical and construction field research units worldwide, has from one viewpoint clarified the basis and essence of architectural information. Hence, it’s not only CAD-software application development, but also elementary and theoretical research that gives us valuable help to survive among the ever growing seas of terabits of data in the future to come. Architectural information is something that simply cannot be described just with DWG-drawings or dummy scanned photographs any more. Although drawings and photos may contain very important bits of architectural documentation, we need ntimes more “complexity layers”, concepts and tools to manage and understand the essence of architectural information today. A proper way to manage the data we are working with, has to cover the whole architectural discipline. The methods and tools also have to be valid and flexible for several decades in the future.
keywords Information Management & Data Structuring, Education & Curricula, Modeling & City Planning
series eCAADe
email
more http://www.hut.fi/events/ecaade/
last changed 2022/06/07 07:49

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id 2178
authors Chevrier, C. and Perrin, J.P.
year 2001
title Interactive 3D reconstruction for urban areas. An image based tool
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 753-765
summary Urban applications (for example arrangement, new buildings, virtual sightseeing and walkthrough) require a three dimensional (3D) geometrical model of town areas. However, most of them do not need an accurate model of reality. Such model would occupy a considerable memory space and would be too slow to handle. Architects, urban designers and civil engineers can find in our tool a medium to conceive their projects. Some types of software exist but they do not correspond exactly to our needs. Consequently we have conceived and developed an interactive tool for virtual 3D rough reconstruction of buildings. The software development has been performed in the Maya environment (ALIAS Wavefront) with C++ language and MEL (Maya Embedded Language). A constraint we set for ourselves was the use of only light devices (for easy transportation) at low price (everybody can buy such devices). The principle is to overlay on the scanned photograph of the area we want to deal with, the two dimensional (2D) cadastral plan displayed from the same viewpoint as the picture. Then each building body can be extruded from its ground polygon and the roof can be created from what the user sees on the picture. A constraint is the flatness of the polygonal surfaces. Our application context was the town of Nancy in France for which some areas have been reconstructed. Some pictures have been used as textures for polygonal surfaces, giving more reality effect to the simulation.
keywords Geometrical Modelling, Architecture, Urban Area, Virtual Visit
series CAAD Futures
email
last changed 2006/11/07 07:22

_id caadria2006_545
id caadria2006_545
authors DIETRICH ELGER, ANDREAS DIECKMANN, PETER RUSSELL, THOMAS STACHELHAUS
year 2006
title THE INTEGRATED DESIGN STUDIO: A VIEW BEHIND THE SCENES:Liquid Campus 3
doi https://doi.org/10.52842/conf.caadria.2006.x.v4r
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 545-548
summary Over 10 months ending in July 2005, architecture students from Aachen, Karlsruhe and Weimar took part in a design studio that differed significantly from other studios in that the result of the studio was a 1:1 realisation of the design. This is part of an evolution of the virtual faculty of architecture “Liquid Campus”, founded in 2001, which has seen the complexity of the projects steadily rise and this continued in the Project “Ein Fest: Ein Dach”. The integrated studio is arranged to encourage an active, economic and transparent learning process, which encompasses design, communication and cooperation issues. The stated goal at the beginning of the two-semester process is to build and although only a few of the ideas are realised, all participants are involved in the realisation. In this case, the project was to create “roofs” for an open-air concert for 200,000 people in Karlsruhe, Germany. The planning was carried out using the Netzentwurf platform, with which the authors have several years experience.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id 89fe
authors Ferrar, Steve
year 2001
title The Nature of Non-Physical Space - Or how I learned to love cyberspace wherever it may be
doi https://doi.org/10.52842/conf.ecaade.2001.208
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 208-213
summary More designers are concerned with the occupation of the virtual world, through immersive techniques, for example, than in using it as a means for conceptualising and theorising architectural space. The paper examines how architects think about space and how our consideration of nonphysical space might assist in spatial theory and in teaching. It also considers cyberspace fiction both in writing and film to see how it might help us think about space in a more liberating way. Architects and architectural teaching tends to focus on space as an element of construction rather than a theoretical proposition. By discussing imaginary spaces in greater depth we could encourage students to think about space and spatial concepts in a less rigid way. In particular the paper addresses the issues of interaction and transactions in these environments and how information is represented and accessed in an apparently threedimensional manner. In his book ‘Snow Crash’, Neil Stephenson deals with many ideas concerning not only architectural space but also universal space and its organisation in space and time. He uses metaphor in his depiction of the ultimate in information gathering and management. These are compelling ways in which to communicate ideas about threedimensional thinking, and information collection and management to students of architecture as well as helping architects with the theory and visualisation of non-physical space.
keywords Space: Virtual Reality, Cyberspace, Film, Literature
series eCAADe
email
last changed 2022/06/07 07:56

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 4cd0
authors Lee, Ming-Chun
year 2001
title SpaceMaker: A Symbol-based Three-dimensional Computer Modeling Tool for Early Schematic Development of the Architectural Design
source University of Washington, Design Machine Group
summary Designing architecture is an action of creating space. Architects start designing by making twodimensional (2-D) drawings in order to explore alternatives of spatial arrangement. However, architects are actually working with three-dimensional (3-D) space. They see 3-D space in their mind’s eye when making sketches in 2-D. It is thus valuable to help designers truly see 3-D space during designing. In addition, different spaces may have different functions and configurations of architectural components. Architects usually use text labels in their drawings to identify architectural concepts. They identify the function of space and remind themselves of the proposed configuration of architectural elements when labeling each space with a symbol. By recognizing the text label, it is possible to identify the architectural configuration of the space. Therefore, it is possible to create a 3-D modeling tool based on the recognition of labels in freehand sketches. This thesis introduces a symbol-based 3-D modeling tool – the SpaceMaker – that allows designers to make freehand floor-plan drawings to explore the initial concept of spatial layout and allows users to apply labels to identify different types of space. Finally, the program converts those floor plans into 3-D models according to the labels. In the SpaceMaker, a designer predefines a label by assigning it four boundary elements that encircle a space. When the designer draws the label in the sketch floor plan, the SpaceMaker then recognizes the label and constructs the space based on the defined boundary condition in a VRML (Virtual Reality Modeling Language) format that enables the designer to view the 3-D space through a VRML enabled web browser.
series thesis:MSc
email
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id 4447
authors Levy, Adrián José
year 2001
title ESPACIOS REALES Y VIRTUALES GENERADOS POR MUSICA (Real and Virtual Spaces Generated by Music)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 151-152
summary This research work has as its main aim exploring a new digital designing process. This new way of creating spaces, known as ‘Architecture of data’ entails choosing any event of the everyday world, and through a process, generating either a real or virtual space. In this particular case, the chosen event is the music. Several melodies, some of them famous, others especially composed for this project, come to existence as original spaces. For each composition, many musical instruments are played, each of which is part of the final space. In doing so, new alternative designing processes emerge. This processes build non conventional spaces that might outline a whole new architecture. Different fields of knowledge, namely architecture, music, maths and computing sciences had to be brought together in order to achieve the present work.
series SIGRADI
email
last changed 2016/03/10 09:54

_id d5a7
authors Mark, E., Martens, B. and Oxman, R.
year 2002
title Round Table Session on “Theoretical and Experimental Issues in the Preliminary Stages of Learning/Teaching CAAD”
doi https://doi.org/10.52842/conf.ecaade.2002.205
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 205-212
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. The current education session follows up on a round table discussion held at eCAADe 2000 in Weimar, Germany, which was continued in the form of a plenary session at eCAADe 2001, focusing on sharing ideas on a more progressive curriculum under the topic “The Ideal Computer Curriculum”. The primary objective for the 2002 education session is to engage participants in an active discussion, not the longer format presentation of prepared positions. The round-table itself is limited to short opening statements so as to ensure time is allowed for viewpoints to be exchanged and for the conference attendees to weigh in on the issues discussed. The panel will critique current patterns teaching of computer aided design in schools of architecture, a review of past practices with the potential for guiding future direction.
series eCAADe
email
last changed 2022/06/07 07:59

_id 0407
authors Peng, C., Chang, D.C., Blundell Jones, P. and Lawson, B.
year 2001
title Dynamic Retrieval in an Urban Contextual Databank System using Java-CGI Communications. Development of the SUCoD Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 89-102
summary This paper presents our current development of the Sheffield Urban Contextual Databank (SUCoD) prototype that provides users with a Webbased interface for dynamic retrieval of architectural and urban contextual information of the city of Sheffield. In comparison with past attempts of building Virtual Cities accessible over the Internet, we have experimented with a different system architecture capable of generating VRML models and other related documents on the fly according to users' requests. Through working examples, we describe our methods of implementing the data communications between Java applets and Common Gateway Interface (CGI) scripts. The SUCoD prototype has been developed to explore and demonstrate how user centred dynamic retrieval of urban contextual information can be supported, which we consider a user requirement of primary importance in its future use for collaborative design and research relating to the city of Sheffield.
keywords Urban Contextual Databank, Dynamic Retrieval, Java, Common Gateway Interface, VRML, HTML, Virtual Cities
series CAAD Futures
email
last changed 2006/11/07 07:22

_id avocaad_2001_07
id avocaad_2001_07
authors Stefan Wrona, Adam Gorczyca
year 2001
title Complexity in Architecture - How CAAD can be involved to Deal with it. - "Duality"
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 “Complexity “ is for us a very ambigous notion. It may be understood in two contexts.1.Thorough solution of a problem.Complexity means full recognition of design area, followed by appropriate work. That work must be thorough and interdisciplinary – if necessary, separated to different co-operatives. These trade designers reqiure a branch coordination and – the most important- all of them must have a „common denominator”. Such as a proper CAAD platform and office standards. That will reduce costs of changes, improve an interplay between designers and somtimes enable to face up a new challenge.Nowadays architects are no longer “solitary” individualists working alone – they must concern a team – they become a member, a part of a huge design machine. “Import/export”, compatibility, interplay – these words must appear and we have to put a stress on them. How to organize work for different trade-designers? How to join in common database architectural design ,engineering design, HVAC design, electricity design, technology design, computer network design and all other trades ?...A key to solve this range of problems is in good work organization. Universal prescription does not exist, but some evergreen rules can be observed. We are going to present a scheme of work in CAAD application ALLPLAN FT v.16 with a Group manager , which starts to conquest polish market and is widely spread in Germany. “Golden rules” of ALLPLAN FT There is one database – it is placed on server. It includes all projects. There is a well-developed office standard. It must be created at the beginning of collaboration, although it is possible to improve it later. It consist of hatches, fonts, symbols, macros, materials, pen-widths, and – the most important –layers . A layer set – predefined structure divided into functional groups – e.g. drafting, text, dimensioning, architecture, HVAC, engineering, urban design, etc.That stucture is a part of an office standard – all workers use a relevant part of it. No name duplicates, no misunderstandings... If however design extends, and a new group of layers is required, it can be easily added, e.g. computer networks, fireguard systems. Administrator of ALLPLAN network defines different users and gives them different permitions of access. For example – an electrician will be able to draft on layer “electricity”, but he won’t modify anything at layer “architecture – walls”, and he won’t even see a layer “engineering- slabs”, because he doesn’t need it..At the same time our electrician will be able to see , how architect moves some walls and how HVAC moved and started to cross with his wires. Every user is able to see relevant changes, after they are saved by author. Two different users can not access at the same time the same file. That excludes inconsistent or overlapping changes . All users operate on a 3D model. While putting some data into a model, they must remember about a “Z” coordinate at work-storey. But at the same time all create a fully-integrated, synchronous database, which can be used later for bills of quantities, specifications, and – of course – for visuaisation. That method can be described as “model-centric”. To simplify complex structure of architectural object -ALLPLAN offers files. Usually one file means one storey, but at special designs it might become a functional part of a storey, or whatever you wish. Files connected with layers easy enable to separate certain structural elements, e.g. if we want to glance only at concrete slabs and columns in the building – we will turn on all files with “layer filter” – “slabs” and “columns”. ALLPLAN is of course one of possible solutions. We described it , because we use it in our workshop. It seems to be stretchy enough to face up every demand and ever-increasing complexity of current projects. The essence of the matter, however, is not a name or version of application – it is a set of features, we mentioned above, which allows to deal with EVERY project. The number of solutions is infinite.2. Increasing difficulties during design process. It may be associated with more and more installations inside of new buildings, especially some “high-tech” examples. The number of these installations increases as well as their complexity. Now buildings are full of sensors, video-screens, computer networks, safety-guard systems... Difficulties are connected with some trends in contemporary architecture, for example an organic architecture, which conceives “morphed” shapes, “moving” surfaces, “soft” solids. This direction is specially supported by modelling or CAD applications. Sometimes it is good – they allow to realize all imaginations, but often they lead to produce “unbuildable” forms, which can exist only in virtual world.Obstacles appear, when we design huge cubatures with “dense” functional scheme. Multi-purposed objects, exhibition halls, olimpic stadium at Sydney – all of them have to be stretchy, even if it requires sliding thousands pound concrete blocks! Requirements were never so high.The last reason, why designs become so complex is obvious - intensifying changes due to specific requirements of clients/developers.We could say “ signum tempori” – everything gets more and more complicated , people have to become specialists, to face up new technology. But how CAAD can help us with it? How?! We have already answered that question. Sometimes CAAD is the only way to imagine and sketch something, to visualize something, to compute a construction , to prepare a simulation... So that human must “only” interprete ready solutions. Sometimes CAAD help us to notify a problem. It works exactly in the same way, as spy-glasses does. For example – without a real-time visualization we we would have never realised (until finished!) some strange interference of solids, which have occured in the upper roof part of our new appartment-house.ConclusionsTemporary CAAD is an integral part of design process – not only as a tool, but sometimes as an inspiration. It helps to organize our work, to define problems, to filter relevant elements and to render our visions. It becomes an integral part of our senses – and that will be a real complexity in architecture...
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a9b8
authors Stelzer, Alfredo Andía and Gaete, Jaime Fontana
year 2001
title ELEMENTOS DENTRO DE UNA ARQUITECTURA DEL CIBERESPACIO (Elements Within an Architecture of Cyberspace)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 139-141
summary In detail this paper evaluates the technological reality of the potential emergence of a 3D cyberspace. This paper assesses the technology from today’s VRML and Web3D tools to Virtual Reality over gigabits networks. The thesis of this paper is that the technology is very fragmented which will continue for many upcoming years. This evidence suggests that a more compelling vision for the future does not include an ubiquitous cyberspace but a more mixed reality. One that is concurrent: analog and digital. The conclusion of this paper is that this should have implications to how architects and designers should look at the digital phenomena and cyberspace. The digital space should not be viewed as a holistic space but more as part of a more imperfect transition between media and spaces.
series SIGRADI
email
last changed 2016/03/10 10:01

_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 fc1f
authors Zhang, Z., Tsou, J.-Y. and Hall, T.W.
year 2001
title Web-Based Virtual-Reality for Collaboration on Urban Visual Environment Assessment
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 781-794
summary This research aims to facilitate public participation in urban landscape visual assessment (ULVA). To support virtual collaboration in ULVA, it is desirable to provide both quantitative analysis and 3D simulation over the Internet. Although the rendering of urban models in common web browser plug-ins often lacks vividness compared with native workstation applications, the integration of VRML modeling and Java programming proves effective in sharing and rendering urban scenes through a familiar web interface. The ULVA simulation supports not only static scene rendering, but also interactive functional simulations. They include the viewpoint setting up, view corridor and panorama generation. Although popular VRML viewers such as CosmoPlayer provide similar functions, users are often disoriented by the interface. The obfuscation inhibits people’s immersion in the virtual urban environment and makes the assessment inconvenient. To eliminate such disorientation and improve users’ feelings of immersion, we integrate both a two-dimensional map and a three-dimensional model of the urban area in the user interface. The interaction between 2D map and 3D world includes the matching of avatar positions, visualization of avatar posture, and the setting up of viewpoints and view corridors. To support a web-based urban planning process, the system adopts client/server architecture. The city map is managed by a specific database management system (DBMS) on the server side. Users may retrieve information for various “what if” simulations. The system automatically remodels the virtual environment to respond to users’ requests.
keywords Geographic Information Systems, Internet, Urban Landscape, Visual Assessment, Virtual Reality
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
email
last changed 2001/09/14 21:30

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