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 695

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
doi https://doi.org/10.52842/conf.caadria.2002.151
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id af65
authors Akleman, E., Chen, J. and Sirinivasan, V.
year 2001
title An Interactive Shape Modeling System for Robust Design of Functional 3D Shapes
doi https://doi.org/10.52842/conf.acadia.2001.248
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. 248-257
summary In Architecture, it is essential to design functional and topologically complicated 3D shapes (i.e. shapes with many holes, columns and handles). In this paper, we present a robust and interactive system for the design of functional and topologically complicated 3D shapes. Users of our system can easily change topology (i.e. they can create and delete holes and handles, connect and disconnect surfaces). Our system also provide smoothing operations (subdivision schemes) to create smooth surfaces. Moreover, the system provides automatic texture mapping during topology and smoothing operations. We also present new design approaches with the new modeling system. The new design approaches include blending surfaces, construction of crusts and opening holes on these crusts.
keywords Modeling, Shape Design, Sculpting, Computer Aided Geometric Design
series ACADIA
email
last changed 2022/06/07 07:54

_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 adaa
authors Cheng, Nancy Yen-wen and Pat-Yak Lee, Edwin
year 2001
title Depicting Daylighting: Types of Multiple Image Display
doi https://doi.org/10.52842/conf.acadia.2001.282
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. 282-291
summary This study looks at how interior daylighting can be understood through Web page representations. It examines how image size, sequence vs. simultaneity and interaction mode affect legibility. We formatted a set of daylighting images into different presentations using still images, animations and Quicktime Virtual Reality (QTVR). Querying architectural designers about the formats allowed us to identify usability issues, refine the alternatives, and characterize their attributes. Viewers generally preferred interactive selection of a single large image from multiple thumbnails over two or more smaller still, animated or interactive views. Smaller multiple images allow perusal of the range of lighting conditions and identification of situations for more detailed study. By rating and graphing interface, image and usability characteristics, we illustrate how photorealistic, symbolic and analytical images complement each other. We found that combining complementary representations in simultaneously or in sequence provides greatest legibility.
keywords Digital Media, Representation, Daylighting
series ACADIA
email
last changed 2022/06/07 07:55

_id 811d
authors Goulthorpe, M., Burry, M. and Dunlop, G.
year 2001
title Aegis Hyposurface©: The Bordering of University and Practice
doi https://doi.org/10.52842/conf.acadia.2001.344
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. 344-349
summary Throughout history, profound technological shifts have been accompanied by significant cultural changes. The current shift from a technical paradigm based on physical, mechanical production to one based on electronic media impacts on forms of architectural practice in unexpected ways. The use of design software not only enhances graphic and modeling capacity but also reveals new possibilities for both form generation and fabrication. At a more subtle level it may influence the patterns of thought and creativity that have underpinned traditional forms of architectural practice. This paper examines the implications of the redefined praxis by considering the new role of ‘town and gown’ in the production of the interactive hypersurface: the AegisHypersurface©, the first working prototype of which was unveiled in March 2001.
keywords Real-Time Animation, Interactive Architecture, Hypersurface
series ACADIA
email
last changed 2022/06/07 07:51

_id 6430
authors Jabi, Wassim (Ed.)
year 2001
title ACADIA 2001 [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.2001
source 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, 415 p.
summary The theme, which preceded my knowledge of ACADIA’s true age, resulted from a realization regarding the development and current state of CAD in Research, Education, and Practice. While I only got involved with ACADIA in the last half of its current life to date, I had the honor of studying with some of the early pioneers of CAD: 1) Harold Borkin, a founding member of ACADIA, 2) Jim Turner, a longtime ACADIAn, and a past ACADIA Conference organizer (actually the very first conference I attended), and 3) Ted Hall, another longtime ACADIAn. What I have learned from conversations with them and later witnessed for myself is a fundamental shift of focus in CAD from building tools to using tools. That is, while early CAD students, including myself, used to learn how to create software and tools to solve a particular problem, the current focus in the majority of schools that include a CAD component in their curriculum is on teaching the use of commercial software and/or the use of digital media in the design studio. One need only take a look at old list of courses that used to be offered in the CAD area and compare it with a new list to see this shift. Yet, one form of tool building that is continuing in a significant number of schools is the creation of scripts or small software modules (usually built using a visual editor) to create interactive systems for delivery over the web or on CD-ROM. Examples include the use of Macromedia Director or Flash for creating interactive digital titles. While this current state of affairs has increased the receptivity to digital tools and media, it does obscure an important fact. For knowledge to advance in this area, we need researchers who can not only use tools, but also invent new ones to solve new problems that are not addressed by the existing crop of commercial software. The more time we spend not educating our students in the art and science of building digital tools, the harder it will be to: 1) find teachers in the future with those skills, 2) advance and influence the development of the state-of-the-art in CAD, and 3) erase the use of CAD as a euphemism for slick computer-generated imagery. While not common, the tradition of tool building is still going on most notably in architecture schools with strong financial resources and those that offer doctoral level education. Commercial, governmental and business/education entities are also continuing the research tradition of tool building. ACADIA, as a reflection of the field it focuses on, has widened its scope to solicit papers that deal with CAD education and the use of CAD in practice. Thus, you will read in this book papers that focus on all three aspects: research, education, and practice and in some cases the intersection of two or more of those areas. Thankfully, ACADIA, while concerned with CAD in education has maintained its receptivity to basic research papers as well as a willingness to publish innovative papers in the area of practice. As chair of the technical committee, I made sure that the call for papers and the final selection reflects this desire. We should continue to emphasize the need for presenting this diversity of work in our annual conferences and I am optimistic that the ACADIA community is in support of this notion.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_id 96ec
authors Krawczyk, Robert J.
year 2001
title The Art of Spirolaterals
doi https://doi.org/10.52842/conf.acadia.2001.408
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. 408-409
summary The web site includes a series of images which is part of a larger set investigating the formation of two-dimensional designs leading to three-dimensional architectural forms using basic mathematical concepts. While investigating fractals and space curves, a mathematical figure called a "spirolateral" was encountered. A spirolateral is based on a square spiral with increasing length of turns and the turns repeating themselves. The turns can be all in one direction or certain turns can go the opposite direction. Angles other than 90 degrees can be used. The most interesting of these are ones that close on themselves, not all do. Investigating a series of possible turning angles, number of turns, number of repeats, and trying all revered turns, I identified over 10,000 spirolaterals that closed. This web site displays over 300 such spirolateral designs. In addition to investigating spirolaterals composed of straight lines, a series was developed that curves them. These designs are based on spirolaterals that are curved by antiMercator, circular, and inversion transformations. Figure 1 displays the 460 spirolateral, 4 turns at 60 degrees. Figure 2 and 3 display the same spirolateral with the antiMercator and Circular transformations applied. This web site includes galleries displaying the great variety of spirolaterals, interactive JAVA routines to display a series of spirolaterals, as well as, developing your own design, a technical description of spirolaterals, and the data for all the displayed images. My overall interest is to investigate methods that can develop forms that are in one sense predictable, but have the strong element to generate the unexpected. Using custom software enables an approach that allows variations to be investigated in a repeatable way, this enabling me to fine tune an idea by repetition and experimentation.
series ACADIA
email
last changed 2022/06/07 07:51

_id bec6
authors Petric, J., Ucelli, G. and Conti, G.
year 2001
title Educating the Virtual Architect
doi https://doi.org/10.52842/conf.ecaade.2001.388
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 388-393
summary This paper elaborates and illustrates an educational experiment in which students were asked to develop their design in the virtual environment and at the same time evaluate the process and the product. Starting from a general overview on the VRML 97 technology the workshop offered an opportunity to students to enhance their curricula with new tools through experimenting and interacting with their design spaces. Students’ designs were tested and critically discussed in a fully immersive VR environment offering them new stimuli for both designing and enriching their learning experience. Students were finally asked to present their projects in a fully interactive VR environment. The outcomes of the experiment, and the challenging question it raises about the nature of reality and virtuality – technical, pedagogical and even ethical – offer a contribution to the debate on the concept of an “Ideal Digital Design Curriculum”.
keywords Virtual Environment, Immersive Design, Interactivity, Behaviours
series eCAADe
email
last changed 2022/06/07 08:00

_id 1d5a
authors Schnabel, M.A., Kvan, T., Kruijff, E. and Donath, D.
year 2001
title The First Virtual Environment Design Studio
doi https://doi.org/10.52842/conf.ecaade.2001.394
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 394-400
summary Since 1993 schools of architecture all over the world conduct in various forms of Virtual Design Studio (VDS). They have become an established part of teaching design within the digital realm. They vary in task and structure, are purely text-based or include various forms of interactive, synchronous or asynchronous collaboration. However, ‘virtual’ always refers to the method of communication and exchange of design and ideas. Students have never designed within immersive virtuality. This paper describes the first successful attempt to conduct a Joint Design Studio, which uses Virtual Environment (VE) as tool of design and communication between the remote partners. This first VeDS focused on how architectural students make use of this particular different approach to design within immersive three-dimensional VEs. For example, the students created 3D-immersive design proposals, explored dependencies to textual description of initial intentions and communicated between local and remote team-partners in immersive VE as well as textbased communication-channels. The paper subsequently describes the VeDS, its set-up, realization and outcome. We discuss frameworks and factors influencing how architectural students communicate their proposals in immersive VeDS, and how this new approach of design studio enables new forms of design expressions.
keywords Immersive Virtual Reality, Collaborative Design, Joint Design Studio, Preliminary Design
series eCAADe
email
last changed 2022/06/07 07:57

_id 705c
authors Schnabel, Marc Aurel and Kvan, Thomas
year 2001
title Implementing The First Virtual Environment Design Studio
source Architectural Education for the Asian Century, Proceedings of the 1st ACAE Conference on Architectural Education, Milton Tan, editor, Centre for Advanced Studies in Architecture, National University of Singapore, pp. 157-166
summary Since 1993 schools of architecture all over the world conduct in various forms of Virtual Design Studio (VDS). They have become an established part of teaching design within the digital realm. They vary in task and structure; are purely text-based or include various forms of interactive; synchronous or asynchronous collaboration. However; ‘virtual’ always refers to the method of communication and exchange of design and ideas. Students have never designed within immersive virtuality. This paper describes the first successful attempt to conduct a Joint Design Studio; which uses Virtual Environment (VE) as tool of design and communication between the remote partners. This first VeDS focused on how architectural students make use of this particular different approach to design within immersive three-dimensional VEs. For example; the students created 3D-immersive design proposals; explored dependencies to textual description of initial intentions and communicated between local and remote team-partners in immersive VE as well as text-based communication-channels. The paper subsequently describes the VeDS; its set-up; realization and outcome. We discuss frameworks and factors influencing how architectural students communicate their proposals in immersive VeDS; and how this new approach of design studio enables new forms of design expressions.
keywords Virtual Environment; Remote Collaboration; Design Evaluation; Spatial Understanding
series other
email
last changed 2002/11/15 18:29

_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 3e6a
authors Wittkopf, Stephen
year 2001
title I-Light, a webbased learning system for architectural lighting design
source TU Darmstadt
summary With the rising meaning of architectural lighting also the requirement at appropriate light planning rises. The possibilities of digital instruments were realized by several lamp manufacturers, which use 3D-CAD to present visualizations and use the Internet for their distribution. However in the field of universities it is important to offer instruments and methods with which the interaction of light and architecture can be learned descriptive, comprehensibly and interactively. Introductory in a theoretical section the bases of light planning and learn-educational concepts are pointed out. Parallel the state of the art in the areas of computer-aided learning and the light simulation is presented and evaluated regarding the learn-educational suitability. Thereupon an action requirement is formulated, which designates a new integration of the individual areas. It flows into the development of an interactive Web-based training system for the design with light - I-Light - whose concept and implementation in the following sections is described. In an application of examples the author points out finally, how this innovative connection of the Internet, 3D-CAD and simulation supports a better understanding of the medium light in the architecture perception. A new virtual light laboratory forms the core of this training system, in which architectural planning examples can be represented three-dimensional and changed interactively. A developed semantic scene model ensures for the fact that lighting, materials and delimitation surfaces are varied didactically appropriately and compared, so that visual effects and important interrelation can be assumed and checked. The author orients itself at the methodology by simulation and merges 3D-CAD and light simulation programs into the training system. The calculated photo-realistic picture is regarded not - as otherwise usual - as presentation material, but as interactive tools. Since 3D-CAD and light simulation programs presuppose much application knowledge, the author does not pursue to confront the user with these complex programs. He developed a new system with a Web-based graphic surface, that enables 3D-scenes to be loaded, be changed and stored easily (front-end). Furthermore it enables the remote control to an automatic, photo-realistic simulation on push of a button on an external high end render machine, that is connected via Internet, where at least all files are externally stored. For the operation of the front-end is only an average PC with a standard Webbrowser necessary. For the receiving station the author develops a new interface, which extends a standard Web server by the new possibility of storing and executing lighting simulations (back-end). The system presented by the author differs in the didactical concept and in the technical implementation from the solutions existing so far in similar areas. The interactive virtual light laboratories of the architectural planning examples represent a new beginning of Web-based learning environments. To the selected tools (HTML, Java, VRML, Web server, Lightscape) there yet exist no matured alternatives.
series thesis:PhD
email
more http://elib.tu-darmstadt.de/diss/000131/
last changed 2003/02/12 22:37

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
doi https://doi.org/10.52842/conf.acadia.2001.350
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. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
last changed 2022/06/07 07:54

_id 36f5
authors Burry, M., Burry, J. and Faulí, J.
year 2001
title Sagrada Família Rosassa: Global Computeraided Dialogue between Designer and Craftsperson (Overcoming Differences in Age, Time and Distance)
doi https://doi.org/10.52842/conf.acadia.2001.076
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. 076-086
summary The rose window (‘rosassa’ in Catalan) recently completed between the two groups of towers that make up the Passion Façade of Gaudí’s Sagrada Família Church in Barcelona measures eight metres wide and thirty-five metres in height [Figure 1]. There were four phases to the design based in three distinct geographical locations. The design was undertaken on site, design description in Australia some eighteen thousand kilometres distant, stone-cutting a thousand kilometres distant in Galicia, with the completion of the window in March 2001. The entire undertaking was achieved within a timeframe of fifteen months from the first design sketch. Within this relatively short period, the entire team achieved a new marriage between architecture and construction, a broader relationship between time-honoured craft technique with high technology, and evidence of leading the way in trans-global collaboration via the Internet. Together the various members of the project team combined to demonstrate that the technical office on site at the Sagrada Família Church now has the capacity to use ‘just-in-time’ project management in order to increase efficiency. The processes and dialogues developed help transcend the tyranny of distance, the difficult relationship between traditional craft based technique and innovative digitally enhanced production methods, and the three generational age differences between the youngest and more senior team members.
keywords Digital Practice, Global Collaboration, Rapid Prototyping
series ACADIA
email
last changed 2022/06/07 07:54

_id bfc8
authors Fukai, Dennis and Srinivasan, Ravi
year 2001
title PCIS Revisited: A Visual Database for Design and Construction
doi https://doi.org/10.52842/conf.acadia.2001.372
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. 372-379
summary This paper presents research on a piece-based construction information system called PCIS(pronounced “pieces”) first published as a visual information concept at ACADIA’96, Tucson. After more than five years of development it has evolved into a multidimensional visual information system for design and construction. It includes a piece-based anatomical construction model layered according to a work breakdown structure; a dataTheater that surrounds the model as an index to plans, elevations, sections, and details; and a dataWorld with cameras fixed to the intersections of its latitudes and longitudes to add context and perspective. A standard services matrix (SSM) controls layer visibility and camera settings. PCIS can be “played” to access archived resources; support design development, analyze and resolve preconstruction conflicts, and coordinate construction activities. Current research will be used to demonstrate how PCIS might be valuable to increase the potential for technical cooperation, collaboration, and communication by literally aligning the points of view of architectural, engineering, and construction methodology.
keywords Construction, Pictorial, 3D/4D, Modeling, Database
series ACADIA
email
last changed 2022/06/07 07:50

_id 604c
authors Ruffle, Simon and Richens, Paul
year 2001
title Web Based Consultation for Cambridge University’s Building Program
doi https://doi.org/10.52842/conf.acadia.2001.366
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. 366-371
summary This two-year project is researching the web as a communications medium for better client-ship in the construction industry. The Martin Centre is developing a web site that presents Cambridge University’s £500 million ($700m) current building program to staff, students, alumni, and the citizens of Cambridge. Focussing on the University’s master plans for the Sidgwick and West Cambridge teaching campuses, the project is in collaboration with the University Estate Management and Building Service (EMBS), General Board, West Cambridge Project Office, Sidgwick Site User Representatives, and the Press Office. The web site explains the University’s development proposals in manner suited to readers with no building industry knowledge and offers an opportunity for consultative feedback. It is publicly available on the web at http:// www.cam.ac.uk/building.
keywords Architecture, Urban Planning, Consultation Website, Masterplan
series ACADIA
email
last changed 2022/06/07 07:56

_id 5b64
authors Stouffs, R., Venne, R.F., Sariyildiz, S. and Tunçer, B.
year 2001
title Aspects and Technologies of E-learning in an Architectural Context
doi https://doi.org/10.52842/conf.ecaade.2001.358
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 358-363
summary The Web is assigned an increasingly important role as a medium for information and presentation, also in architectural education. Course websites may present course materials, handouts, and manuals online. Students create their own website as a showcase of their work, complementing their portfolio. With support from a database, course websites are commonly extended to allow for electronic submission and immediate presentation of the students’ work. Such websites may be further developed to support student collaboration and communication within the context of the course. The same tools can be provided to students in order to set up their own information environments to support groupwork. We envision this technology to become commonplace in educational environments, extending the current set of electronic information and communication tools available to students. Technological advances enable practitioners and students to make the design process more information-intensive, both in their own activities and in collaboration with others. For this purpose, it is important that students familiarize themselves with such technology and adopt it in ways that meet their needs and requirements. A flexible environment that provides them with the tools and means to adapt and apply this technology throughout the curriculum, supported by course specific e-learning offerings, is our ultimate goal. In this paper, we elaborate on the efforts at the faculty of architecture in integrating current digital initiatives into an e-learning environment and on extending this environment to support the entire architecture curriculum
keywords E-Learning, Information Environment, Groupwork, Architectural Education
series eCAADe
email
last changed 2022/06/07 07:56

_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 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 90b5
authors Zhou, Qi and Krawczyk, Robert J.
year 2001
title From CAD to iAD: A survey of Internet application in the AEC industry
doi https://doi.org/10.52842/conf.acadia.2001.392
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. 392-397
summary The internet is becoming increasingly more valuable in the field of architectural design that what we conventionally called CAD might soon be changed to iAD (internet Aided Design) (Zhou and Krawczyk 2000). In order to have a clear vision of what iAD will be or could be, we should first examine what is currently available. This research focuses on an investigation of selected web vendors, which are typical and most influential in providing internet related services for the AEC industry. Our purpose for doing this survey is: to understand the progress and development of internet application in the AEC industry, identify the technology used in this area, determine the advantages and deficiencies of current practice and develop a base for future research in proposing a evolutionary model of internet Aided Design for architecture.
keywords Internet Aided Design, Web-Based Application, On-Line Collaboration
series ACADIA
email
last changed 2022/06/07 07:57

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