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 717

_id d9f0
authors Bhavnani, S.K., Reif, F. and John, B.E.
year 2001
title Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using Complex Computer Applications
source Proceedings of CHI' 01 (2001), 229-236
summary Despite experience, many users do not make efficient use of complex computer applications. We argue that this is caused by a lack of strategic knowledge that is difficult to acquire just by knowing how to use commands. To address this problem, we present efficient and general strategies for using computer applications, and identify the components of strategic knowledge required to use them. We propose a framework for teaching strategic knowledge, and show how we implemented it in a course for freshman students. In a controlled study, we compared our approach to the traditional approach of just teaching commands. The results show that efficient and general strategies can in fact be taught to students of diverse backgrounds in a limited time without harming command knowledge. The experiment also pinpointed those strategies that can be automatically learned just from learning commands, and those that require more practice than we provided. These results are important to universities and companies that wish to foster more efficient use of complex computer applications.
keywords Strategies; Training; Instruction; GOMS
series other
email
last changed 2003/11/21 15:16

_id 8aef
authors Dave, Bharat
year 2001
title Immersive Modeling Environments
doi https://doi.org/10.52842/conf.acadia.2001.242
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. 242-247
summary The paper describes development of a large-format panoramic display environment. Unlike the ‘window-on-the-world’ metaphor associated with small displays, immersive environments foster a sense of ‘being-in-the-world’. That raises a question: Which aspects of human-computer interaction and information perception scale up or change substantially from small displays to immersive environments? The paper first describes implementation of our display environment, projects being explored in it, and motivates a focused research agenda. Finally, the paper describes an experiment to study differences in spatial judgments by subjects while working in traditional and immersive environments.
keywords Immersive Modeling, Interaction, Perception, Information Abstractions, Navigation
series ACADIA
email
last changed 2022/06/07 07:55

_id 1a92
authors Mirabelli, Paolo
year 2001
title Public Cyberspace Planning and Design. Architect’s role in the construction of the virtual city
doi https://doi.org/10.52842/conf.ecaade.2001.042
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 42-46
summary Architects need to consider ICT not as a tool for design but as a space to be designed. The relation between this space and the physical city must be driven from an impact to a positive and needed expansion of the urban space; an occasion to support and foster social integration and development. To achieve this, it is needed to put an effort in evolving both planning and design techniques as well as public policies for this mixed (physical/ digital) urban space. The references for doing it may be found more in the history of technology developments then in the technology itself, but a wide contribution from diverse disciplines is needed. How to do this, it’s mostly to be found out through projects, in which architects can play the fundamental role of planners that coordinate the activities of actors involved, while taking care of the public interest. Many cities are progressively losing the space devoted to foster solid social structures, so a relevant focus for projects may be aimed at the design of public cyberspace to recover the building of local social networks. A starting point could be found in the Community Networking movement, which architects could build upon, using their design skills in order to evolve this kind of spaces beyond the spontaneous and random phase. A wide range of issues are to be addressed: from needed public policies to accessibility that must be provided to anybody in order to avoid sharpening social alienation due to cultural, economical or physical reasons. An experiment is going to be carried out within a local development project promoted in Rome.
keywords Cyberspace Design, Urban Planning, E-Society, Community Networking, Selfsustainable Local Development
series eCAADe
last changed 2022/06/07 07:58

_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

_id 28b9
authors Achten, Henri
year 2001
title Future Scenario for a Collaborative Design Session
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 163-168 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary A collaborative design project consists of a team of design partners who are engaged during the period of the project in a particular design task. The group forms a short-lived community with the goal to create a design. The environment in which this is done today, consists of the participants office spaces, completed with equipment such as drawing tables, coffee machines, fax machines, CAD stations, etc. None of these elements reflect the existence of the (temporary) community that a design partner participates in. In this workshop paper we propose that the current two-dimensional desktop metaphor in a computer does not adequately support collaborative design. The typical 2D-desktop multiple open windows with different applications gives a fractured view of the design project in which by contrast the designer as a person conceives of himself as a whole. Moreover, the sense of place, or a consistent identity in which the design takes place is also lacking. The notion of _virtual environmentsÑ can assist in further developing design support for collaborative design in the future, as is sketched in the following outline.
series other
email
last changed 2001/09/14 21:30

_id db60
authors Af Klercker, J., Achten, H. and Verbeke, J.
year 2001
title AVOCAAD - A First Step Towards Distance Learning?
doi https://doi.org/10.52842/conf.ecaade.2001.269
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 269-274
summary In the industrial world knowledge is developed very fast. As most countries are depending on employees with a high level of knowledge and skills the term ”Life Long Learning” has been formulated and the concept is more and more accepted. Institutions of higher education are more and more involved in creating supplementary education more independent of time and place. Distance learning was originally carried out by ordinary mail, which was slow but might then have been the only solution for people in remote places. With the Internet and e-mail the distance-learning concept has got a far better tool, for instance better interaction facilities. Architects and engineers in practise are deeply involved in solving the problems of the present projects. Education which is independent of time and place must be of great interest to both parties. The AVOCAAD project has created an education model for students to meet the possibilities of CAAD. The education model can be used in a curriculum at a school as well as for distance learning. Among the possible experiences from it, the one concerning distance learning might be the most important future application of the system in architectural education. This paper sketches the pedagogical background and gives examples from other areas of knowledge, where distance learning is already in use. We will put the question how the AVOCAAD concept meets the experiences from distance learning.
keywords Distance Learning, Pedagogic, CAAD, E-Learning, AVOCAAD
series eCAADe
email
last changed 2022/06/07 07:54

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 7501
authors Apley, Julie
year 2001
title A Virtual Reconstruction: Isthmia Roman Bath
doi https://doi.org/10.52842/conf.acadia.2001.410
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. 410-411
summary The Isthmia Roman Bath is located in Greece overlooking a great ravine on the Isthmus of Corinth. It was in use during the 2nd through the 4th centuries. I have created a 3D VRML walkthrough of the ancient bath. This interdisciplinary project utilizes the research of an archaeologist, architect, and art historian. Because the researchers live in different locations, it made sense to use the Internet as a research tool. When clicking on the numbers on the home page, you can see the process that I went through to model the Roman Bath. After seeing the images, the researchers were able to visualize their research, reply to questions, and re-evaluate their findings. VRML promises an accessible, highly visual, and interactive representation of difficult to see data, opening up new ways of presenting research. It is possible to walk within the bath by clicking on the Virtual Reconstruction link. When in the "Entrance view", click on the vase to see a map of the ruin. There are three places within the project that link to the existing excavated site. Links are also available to walk outside. The project runs best on Windows NT using Netscape. You must have the plug-ins for Cosmoplayer (VRML) and Quicktime (movie). Because the VRML plug-in doesn't work as well on a Mac, it is possible that you may only be able to view the images and movie from the project.
series ACADIA
last changed 2022/06/07 07:55

_id 1543
authors Bailey, Rohan O.
year 2001
title A digital design coach for young designers
doi https://doi.org/10.52842/conf.caadria.2001.311
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. 311-314
summary It is the intention of this paper is to construct for the reader a suitable foundation on which to determine a digital design coach. It seeks to define this possibility by examining two ideas. The first is visual thinking, as used by designers in the process of design. The second idea, that of providing students with expert partners for the learning of design is supported by evidence from a variation on protocol analysis (developed by the author) and a related design studio conducted in New Zealand and Jamaica. Using these concepts in relation to recent advances in the development of digital tools the paper proposes what a digital coach may look like.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 22ec
authors Bechthold, Martin
year 2001
title Complex shapes in wood: Computer-aided design and manufacture of wood-sandwich roof shells
source Harvard University
summary Computer-Aided-Design, Engineering and Manufacturing (CAD/CAE/CAM) technology has changed the way consumer products, automobiles or airplanes are designed and made. The emerging applications for CAD/CAE/CAM technology in architecture, and the way this technology impacts how we design and construct the built environment, are yet unclear. This thesis investigates the relation between advanced digital design tools and the making of physical objects by focusing on an exemplary architectural element—wooden roof shells. The research objective is to expand the scope of architectural design through the application of CAD/CAE/CAM technology rather than to use this technology to streamline existing processes. The thesis develops a specific technical solution that allows the design and manufacture of new types of wooden roof shells. These are complexly shaped multifunctional construction elements that are manufactured off-site. Based on the close connection between digital design tools and the new Computer-Numerically-Controlled manufacturing process the author proposes a theoretical model of shared digital environments for collaborative design in architecture. The proposed manufacturing process treats wood as a modern composite material. Thin wood strips and foams combine into structural sandwich panels that can then be joined into a roof shell. The geometrically complex panels are generated by a combination of subtractive Computer-Numerically-Controlled machining processes and manual work. Infrastructure elements can be embedded into the sandwich build-up in order to enhance the functionality of the roof as a building envelope. Numerical tools are proposed that allow the determination of manufacturing-related parameters in the digital design environment. These inform the architectural and structural design in the early design phases. The digital collaborative design environment is based on a shared parametric solid model and an associated database. This collectively owned, feature-based design model is employed throughout the design and manufacturing process and constitutes the means of concurrent design coordination of all participants. The new manufacturing process for wood/foam sandwich shells is verified by designing and manufacturing prototypes. Design guidelines and a cost estimation are presented as the practical basis for architects and engineers to incorporate new types of roof shells into architectural projects.
keywords Architecture; Agriculture; Wood Technology; Design and Decorative Arts
series thesis:PhD
last changed 2003/02/12 22:37

_id 0277
authors Brusilovsky, P.
year 2001
title Adaptive hypermedia
source User modelling and User-Adapted Interaction, volume 11, pp. 87-110, Kluwer
summary Hypertext/hypermedia systems and user-model-based adaptive systems in the areas of learning and information retrieval have for a long time been considered as two mutually exclusive approaches to information access. Adaptive systems tailor information to the user and may guide the user in the information space to present the most relevant material, taking into account a model of the user's goals, interests and preferences. Hypermedia systems, on the other hand, are `user neutral': they provide the user with the tools and the freedom to explore an information space by browsing through a complex network of information nodes. Adaptive hypertext and hypermedia systems attempt to bridge the gap between these two approaches. Adaptation of hypermedia systems to each individual user is increasingly needed. With the growing size, complexity and heterogeneity of current hypermedia systems, such as the World Wide Web, it becomes virtually impossible to impose guidelines on authors concerning the overall organization of hypermedia information. The networks therefore become so complex and unstructured that the existing navigational tools are no longer powerful enough to provide orientation on where to search for the needed information. It is also not possible to identify appropriate pre-defined paths or subnets for users with certain goals and knowledge backgrounds since the user community of hypermedia systems is usually quite inhomogeneous. This is particularly true for Web-based applications which are expected to be used by a much greater variety of users than any earlier standalone application. A possible remedy for the negative effects of the traditional `one-size-fits-all' approach in the development of hypermedia systems is to equip them with the ability to adapt to the needs of their individual users. A possible way of achieving adaptivity is by modeling the users and tailoring the system's interactions to their goals, tasks and interests. In this sense, the notion of adaptive hypertext/hypermedia comes naturally to denote a hypertext or hypermedia system which reflects some features of the user and/or characteristics of his system usage in a user model, and utilizes this model in order to adapt various behavioral aspects of the system to the user. This book is the first comprehensive publication on adaptive hypertext and hypermedia. It is oriented towards researchers and practitioners in the fields of hypertext and hypermedia, information systems, andpersonalized systems. It is also an important resource for the numerous developers of Web-based applications. The design decisions, adaptation methods, and experience presented in this book are a unique source of ideas and techniques for developing more usable and more intelligent Web-based systems suitable for a great variety of users. The practitioners will find it important that many of the adaptation techniques presented in this book have proved to be efficient and are ready to be used in various applications.
series other
email
last changed 2003/04/23 15:14

_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 7ffb
authors Ciftcioglu, Özer and Durmisevic, Sanja
year 2001
title Knowledge management by information mining
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 533-545
summary Novel information mining method dealing with soft computing is described. By this method, in the first step, receptive fields of design information are identified so that connections among various design aspects are structured. By means of this, complex relationships among various design aspects are modeled with a paradigm, which is non-parametric and generic. In the second step, the structured connections between various pairs of aspects are graded according to the relevancy to each other. This is accomplished by means of sensitivity analysis, which is a computational tool operating on the model established and based on a concept measuring the degree of dependencies between pairs of quantities. The degree of relationships among various design aspects so determined enables one to select the most important independent aspects in the context of design or decision-making process. The paper deals with the description of the method and presents an architectural case study where numerical and as well as non-numerical (linguistic) design information are treated together, demonstrating a ranked or elective information employment which can be of great value for possible design intervention during reconstruction.
keywords Knowledge Management, Information Mining, Sensitivity Analysis
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id 9517
authors Deng, Z.M., Li, H., Tam, C.M., Shen, Q.P. and Love, P.E.D.
year 2001
title An application of the Internet-based project management system
source Automation in Construction 10 (2) (2001) pp. 239-246
summary The great advance in information technologies (IT) and the availability of a wide range of software in recent years have brought many changes in the construction industry. The Internet, a new member of IT, offers a medium with new opportunities to manage construction projects. This paper describes an Internet-based project management system called "Total Information Transfer System" (TITS). TITS comprises six major functions including data exchange, information exchange, Internet chat, live video-cam, search engine and auxiliary services. TITS is demonstrated for project monitoring with a real-life project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c78f
authors Fischer, T. and Herr, C.M.
year 2001
title Teaching Generative Design
source Soddu, C., ed. (2001). The Proceedings of the Fourth International Conference on Generative Art 2001. Milan, Italy: Generative Design Lab, DiAP, Politechnico di Milano University
summary Generative design, which integrates multidisciplinary types of expertise in unconventional ways, was reserved just until recently to experienced and highly autodidactic designers. However, growing recognition of the importance of generative design methodologies have resulted in a need to introduce theories and applications of generative design to undergraduate students as part of their design studies. This emerging educational field of generative design teaching currently lacks methodologies, teaching experience and introductory study material. Available textbooks related to algorithmic form generation, discussing algorithmic growth, artificial life, fi-actal images, emergent behaviour and the like have originated in the field of mathematics. This resource provides an abundance of examples and generative approaches but when adapted to design education, it poses great interdisciplinary challenges which are addressed in this paper. Experiences in generative design teaching are presented, focusing on the relation between algorithmic reproduction of nature (as emphasized by authors in the mathematical field) and innovation (as commonly emphasized in design education). This discussion leads to a derivation of pedagogic suggestions as early steps on the way towards theories and curricula of generative design teaching, addressed to curriculum planners, generative design teachers as well as novices of the field such as undergraduate students.
series other
last changed 2003/04/23 15:50

_id ga0129
id ga0129
authors Fischer, Thomas and Herr, Christiane M.
year 2001
title Teaching Generative Design
source International Conference on Generative Art
summary Generative design, which integrates multidisciplinary types of expertise in unconventional ways, was reserved just until recently to experienced and highly autodidactic designers. However, growing recognition of the importance of generative design methodologies have resulted in a need to introduce theories and applications of generative design to undergraduatestudents as part of their design studies. This emerging educational field of generative design teaching currently lacks methodologies, teaching experience and introductory study material. Available textbooks related to algorithmic form generation, discussing algorithmic growth, artificial life, fractal images, emergent behaviour and the like have originated in the field of mathematics. This resource provides an abundance of examples and generative approaches but when adapted to design education, it poses great interdisciplinary challenges which are addressed in this paper. Experiences in generative design teaching are presented, focusing onthe relation between algorithmic reproduction of nature (as emphasized by authors in the mathematical field) and innovation (as commonly emphasized in design education). This discussion leads to a derivation of pedagogic suggestions as early steps on the way towards theories and curricula of generative design teaching, addressed to curriculum planners, generative design teachers as well as novices of the field such as undergraduate students.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id avocaad_2001_11
id avocaad_2001_11
authors Gernot Pittioni
year 2001
title Handling of Complex Projects As Engineering-Partner of Planning Groups
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 collaborative handling of design activities is a growing matter of present planning processes. Most planning partners in the meantime have agreed on using CAD-systems. The common use of the design information is a vital factor which enables us to handle complex problems.The instruments offered by the CAD-systems are performing on a very low level. Many intelligent features get lost by data-transfer. But experience shows that more obstacles are built up by ineffective and insufficient use of the CAD-system and their properties.Huge efforts have to be done in improving the knowledge and the handling abilities of many users. They often do not even know that they are not using their systems in an appropriate way. In fact looking only at the plotted results nobody would guess that the data sometimes are entirely worthless for common use. This only turns out when complex projects rely on timesaving common data use and the partners get stuck in endless difficulties trying to get some information out of badly organised project files.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 57b1
authors Glanville, Ranulph
year 2001
title Not Aping the Past: Mirror Men
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 29-42 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary To collaborate is to work together. To work, in my thinking, together presumes participation. When I talk of collaboration, I talk with the notion of participation in mind. I shall often write of participation as an alternative term to collaboration, in this paper. I am interested in anything that may enhance our creativity (as designers). There are those whose interest in collaboration is different, and equally justifiable. The main part of the title is from a quote by the composer Harrison Birtwistle, who said: ìTradition is not aping the past but making the future.î The intention in what I write is to suggest ways in which Information and Communication Technology can be used, not to ape the past, but to make the future, especially by enhancing our potential to act creatively. I do this by introducing facets of ideas in fragments, so they can interact with each other, rather than forming the great, separate arches of traditional arguments, one after the other. For me, collaboration is more than co-operation or co-ordination. It must involve novelty, the creation of something beyond the expected and more than an improvement a quantum step.
series other
last changed 2001/09/14 21:30

_id eaa2
authors Godart, C., Halin, G., Bignon, J.C. Bouthier, C., Malcurat, O. and Molli, P.
year 2001
title Implicit or explicit coordination of virtual teams in building design
doi https://doi.org/10.52842/conf.caadria.2001.429
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. 429-434
summary This paper describes the conclusions of a reflection driven by a virtual team, composed of three research teams (one in computing at LORIA, one in telecommunications at France Telecom R&D, and a last one in building construction and design at CRAI) in the context of a common project. The topic of this project is the coordination of a virtual team in the context of a virtual enterprise, with experiments in the field of building construction. More precisely, our goal is to define a model of cooperative work allowing the partners of a building construction to coordinate their efforts in an efficient way.
series CAADRIA
email
last changed 2022/06/07 07:51

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