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 247

_id 5d15
authors Clayton, M.J., Song, Y., Han, K., Darapureddy, K., Al-Kahaweh, H. and Soh, I.
year 2001
title Data for Reflection: Monitoring the Use of Web-Based Design Aids
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. 142-152
doi https://doi.org/10.52842/conf.acadia.2001.142
summary Web technology provides a new way of generating information about design processes. By monitoring student use of Web-based design aids, it is possible to collect empirical, quantitative evidence regarding the time and sequence of activities in design. The research team has undertaken several software development projects to explore these concepts. In one project, students can use a Web browser running alongside CAD software to access a cost database and evaluate their designs. In a second project, students use a browser to record their time expenditures. They can better document, plan and predict their time needs for a project and better manage their efforts. In a third project, students record the rationale supporting their design decisions. The information is stored in databases and HTML files and is hyperlinked into the CAD software. Each tool provides facilities to record key information about transactions. Interactions are documented with student identification, time of activity, and kind of activity. The databases of empirical information tracking student activity are a unique substantiation of design process that can feed back into teaching and the creation of ever better design tools.
keywords Design Methods, Empirical, Web, Cost Estimating, Time Management
series ACADIA
email
last changed 2022/06/07 07:56

_id 43a3
authors Madrazo, Leandro and Weder, Andreas
year 2001
title Aalto on the Internet: architectural analysis and concept representation with computer media
source Automation in Construction 10 (5) (2001) pp. 561-575
summary This paper describes a teaching project, carried out in the postgraduate program of the ETH in Zurich, whose goal was to apply multimedia, Internet-based technology to a study of the work of the Finnish architect Alvar Aalto. The goal of the course was twofold: to learn about the architecture of Aalto while teaching students to design a web site, using dynamic pages and databases. The outcome of the course was a web site in which the work of Aalto is represented in three distinctive contexts: descriptive, analytical and associative. The rich network of connections within and between the different contexts allows the visitor of the site to gain new insights on the work of Aalto in a truly interactive way.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 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 7c56
authors Alvarado, R.G., Parra Marquez, J.C. and Vildosola, G.V.
year 2001
title Qualitative contribution of a vr-system to architectural design: Why we failed?
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. 423-427
doi https://doi.org/10.52842/conf.caadria.2001.423
summary The paper exposes the development of a Virtual-Reality system for modeling timber structures, and evaluations with students about its contribution to the architectural project.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 0f18
authors Bailey, Rohan
year 2001
title A Digital Design Coach for Young Designers
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. 330-335
doi https://doi.org/10.52842/conf.acadia.2001.330
summary The present use of digital media in architectural practice and education is primarily focused on representation, communication of ideas and production. Designers, however, still use pencil and paper to assist the early conception of ideas. Recently, research into providing digital tools for designers to use in conceptual designing has focused on enhancing or assisting the designer. Rarely has the computer been regarded as a potential teaching tool for design skills. Based on previous work by the author about visual thinking and the justification for a digital design assistant, the intention of this paper is to illustrate to the reader the feasibility of a digital design coach. Reference is made to recent advances in research about design computability. In particular, research by Mark Gross and Ellen Do with respect to their Electronic Cocktail Napkin project is used as a basis on which to determine what such a digital coach may look and feel like.
keywords Design Education, Protocol Analysis, CADD, Sketching
series ACADIA
email
last changed 2022/06/07 07:54

_id 6756
authors Butler, K.S., Rincón, H., Maria Lane, K. and Brand, R.
year 2001
title Construyendo una ciudad sostenible en la frontera: planificación de la ciudad de Colombia, Nuevo León, México [Constructing A Sustainable City In the Border: Planning of the City of Colombia, Nuevo León, Mexico ]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 194-203
summary The policy rationale for promotion of urban development in the Mexico-Texas borderland of Nuevo León is likely to be sustained and even strengthened. The University of Texasí participation in new town planning for Colombia spans at least three hierarchical levels with students, faculty members, practitioners and government officials joining efforts. At the ìstudio levelî, students completed a comprehensive landscape assessment for portions of the future city using GPS surveying and GIS database and modeling. Graduate students, using field data, updated 2000 maps/shapefiles, and spatial modeling as an analysis tool, created a series of spatial models to produce useful information about the study areaís inherent suitability for agriculture, human settlement and preservation. This work culminated in a research symposium, planning charrette, refinement of land use and infrastructure assumptions, and the development of masterplan elements for the future city. In contrast to the professional firm, the project provides unique opportunities for intensive learning and applied research that contribute to the ecological, social and economic well-being of new cities and developing regions,
keywords USA-Mexico Border; Sustainable Development; Regional Planning; Arch View
series other
email
last changed 2003/02/14 08:29

_id 3e51
authors Cerulli, C., Peng, C. and Lawson, B.
year 2001
title Capturing Histories of Design Processes for Collaborative Building Design Development. Field Trial of the ADS 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. 427-437
summary The ADS Project - Advanced Design Support for the Construction Design Process - builds on the technological results of the previous COMMIT Project to exploit and demonstrate the benefits of a CAD based Design Decision Support System. COMMIT provides a system for storing knowledge about knowledge within the design process. It records design decisions, the actors who take them and the roles they play when doing so. ADS links COMMIT to an existing object-oriented CAD system, MicroStation/J from Bentley Systems. The project focuses on tackling the problem of managing design information without intruding too much on the design process itself. It provides the possibility to effectively link design decisions back to requirements, to gather rationale information for later stages of the building lifecycle, and to gather knowledge of rationale for later projects. The system enables members of the project team, including clients and constructors, to browse and search the recorded project history of decision making both during and after design development. ADS aims to facilitate change towards a more collaborative process in construction design, to improve the effectiveness of decision-making throughout the construction project and to provide clients with the facility to relate design outcomes to design briefs across the whole building life cycle. In this paper we will describe the field trials of the ADS prototype carried out over a three-month period at the Building Design Partnership (BDP) Manchester office. The objective of these trials is to assess the extent, to which the approach underlying ADS enhances the design process, and to gather and document the views and experiences of practitioners. The ADS prototype was previously tested with historical data of real project (Peng, Cerulli et al. 2000). To gather more valuable knowledge about how a Decision Support System like ADS can be used in practice, the testing and evaluation will be extended to a real project, while it is still ongoing. The live case study will look at some phases of the design of a mixed residential and retail development in Leeds, UK, recording project information while it is created. The users’ feedback on the system usability will inform the continuous redevelopment process that will run in parallel to the live case study. The ADS and COMMIT Projects were both funded by EPSRC.
keywords Design Rationale, Design Support Systems, Usability Evaluation
series CAAD Futures
email
last changed 2006/11/07 07:22

_id ga0133
id ga0133
authors Comino, Angelo (Motor)
year 2001
title The Eliza’s Dream- Il sogno di Eliza
source International Conference on Generative Art
summary The Eliza’s dream (Il sogno di Eliza) is a small project about the practical use of generative or computer based methods applied on story writing. During this project the author, Motor (a.k.a Angelo Comino) explored all kind of help and interaction with the digital environment in order to write a common, but hopefully pleasant, mistery book, trough generative software,dialogues with classic artificial intelligence, with automated brainstormer or story telling expert systems.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id d746
authors Coyne, R., Lee, J., Duncan, D. and Ofluoglu, S.
year 2001
title Applying web-based product libraries
source Automation in Construction 10 (5) (2001) pp. 549-559
summary This paper presents progress on a research project about on-line libraries of product information as used by architects, engineers and other design professionals. We present product library assistant intranet, PLA(id), which is a system programmed in Java for organising product library information on the World-Wide Web (WWW). PLA(id) is to be used experimentally in practice contexts to elicit insights into the applicability of on-line libraries of product information.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
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. 472-477
doi https://doi.org/10.52842/conf.ecaade.2002.472
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id f85d
authors Geraedts, Rob P and Pollalis, Spiro N.
year 2001
title Remote Teaching in Design Education - Educational and Organizational Issues and Experiences
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 305-310
doi https://doi.org/10.52842/conf.ecaade.2001.305
summary The Department of Real Estate and Project Management (BMVB) of the Faculty of Architecture at the Delft University of Technology has been working closely with Professor Spiro N. Pollalis of Harvard University, Graduate School of Design in Cambridge, USA since 1991. His case-based interactive seminars about the management of the design & construction process have been highly appreciated by many generations of students. In Spring 2000, Pollalis suggested to extend the scope of his involvement by introducing a remote teaching component, the subject of his research in the last few years. As Information and Communication Technology (ICT) in the Design and Construction Industry is part of his lectures, it was appropriate to provide the students with a first hand experience on the subject. In the following experiment, the teacher would remain in his office at Harvard while the interactive work and discussion sessions with 130 students in a full lecture room would take place in Delft as planned. The consequences this experiment has had for the course, for the techniques and facilities used, how teachers and students experienced these, and which conclusions and recommendations can be made, are the topics of this paper.
keywords Remote Teaching, Design & Construction Education, And ICT
series eCAADe
last changed 2022/06/07 07:51

_id d90f
authors Hanser, D., Halin, G. and Bignon, J.-C.
year 2001
title Relation-Based Groupware For Heterogeneous Design Teams
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 86-91
doi https://doi.org/10.52842/conf.ecaade.2001.086
summary This paper describes a work about coordination of concurrent engineering in the building construction and design. More particularly it describes the coordination of project teams which are heterogeneous and short-lived. The French context of the building trade is at present characterized by an increase of the quality requirements and by a reduction of the conception and realization delays. This induces the building sector to look for new modes of cooperation as they already exist in industry and services. With a few exceptions, the concurrent engineering tools taken from these sectors are not used in building projects. We make the assumption that the lack of use of these tools is due to the non-fitting of the common existing tools to the specificities of our sector. The solution we propose give a relational vision of the cooperation and the interactions existing during the processes of conception-construction in architectural works. Our first interest point concerns the representation of the actors, the documents and the assignments as a relational network and not as a hierarchical tree, mostly used in the groupware tools. In a second point, we use this relational network to produce a graphic and dynamic representation of the projects. The goal of this method is to reinforce the co-operation and the group awareness by supplying to the actors a good vision of the project evolution in order to increase the conception quality.
keywords Concurrent Engineering, Groupware, Project Management, Relational Model, Awareness
series eCAADe
last changed 2022/06/07 07:50

_id sigradi2009_903
id sigradi2009_903
authors Harris, Ana Lúcia Nogueira de Camargo
year 2009
title O Uso da Técnica dos "Planos em Série" com o Desenvolvimento da Computação Gráfica - Uma Experência Didática [The Use of the 'Serial Plan' Technique with the Development of the Computer Graphic - A Teaching Experience]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper is about comparative didactic experiences where the “Serial plan Technique” defined by Wong (1998), was applied in 2001 and 2008 which computer resources from that time. In 2001 this technique was applied with the help of AutoCAD for generation of the planifications, but in 2008 the appliances of AutoCAd and Sketch Up were used for the virtual construction of objects. The quality of the results showed a didactic potential and an increasement in the possible creative rhythm, mainly because the facility of the three-dimensional virtual visualization and because the speed in the physical execution of the created project.
keywords didactic experiences; serial plan technique; CAD; AutoCAD; Skecht Up
series SIGRADI
email
last changed 2016/03/10 09:53

_id e6c5
authors Heintz, John L.
year 2001
title Coordinating virtual building design teams
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 65-76 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Most research in design project management support systems treats the subject as an isolated objective problem. The goals to be met are defined in terms of a supposed universal view of the project, and now outside concerns are taken into account. While such approaches, including project simulation, may yield excellent results, they ignore what, for many projects, are the real difficulties. Design projects are not isolated. All participants have other obligations that compete with the given project for attention and resources. The various participants in the design process have different goals. For these reasons it is proposed that design project management can be best facilitated by tools which assist the participating actors to share suitable management information in order to make better co-ordination possible, while allowing the resource balancing between projects to occur in private. Such a tool represents the design project management task as a negotiation task that spans both projects and firms; the management of one project is the management of all. The model of design collaboration upon which the Design Coordination System (DeCo) is built was developed from 1) a heuristic case study used to gain insight into the ways in which designers co-ordinate their efforts, and 2) the application of the theory of the social contract as developed by John Rawls to the problem of design project management. The key innovation in the DeCo system is the shaping of the project management system around existing practices of collaborative project design management and planning. DeCo takes advantage of how designers already co-ordinate their work with each other and resolve disputes over deadlines and time lines. The advantage of DeCo is that it formalises these existing practices in order to accommodate both the increasing co-ordination burden and the difficulties brought about by the internationalisation of design practice. DeCo, the design project management system proposed here, provides a representation, a communications protocol, and a game theoretical decision structure. The combination of these three units provides users with the ability to exchange structured pictures of the project as seen from the points of view of individual actors. Further, it suggests a mechanism based on a specific principle of fairness for arriving at mutually acceptable project plans. The DeCo system permits the users freedom to manage their design processes as they will, while providing a basic compatibility between practices of design team members which supports their collaborative efforts to co-ordinate their design work.
series other
last changed 2001/09/14 21:30

_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 93a0
authors Llavaneras Sánchez, Gustavo José
year 2001
title El diseño de mundos virtuales como proyecto de titulacion de pregrado en arquitectura. [Virtual Design as a Degree Project in Architecture]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 166-173
summary In this paper our approach to what we think about a Degree Project in Architecture is defined, and a study of different ways of doing such degree projects in the area of Computer Applications to Architecture is done. We also set the neccesary basis for implementing such Degree Project in the field of Virtual Buildings Desing in one of its many variations. One expirience in progress with a group of students who are doing their Degree Project in this area, in a completely experimental way, is also explained. We finish with our conclusions on the subject.
keywords Architecural Design Teaching; Degree Project; Computer Aided Architecture
series other
email
last changed 2003/02/14 08:29

_id 728a
authors Mantere, Markku
year 2001
title Visualization of Flow Data in Photo-realistic Virtual Environment
source Helsinki University of Technology, Espoo, Finland
summary Virtual reality technology has been adopted in many different fields and new application areas are searched continuously. At the moment virtual reality has been applied separately for instance to scientific visualization and illustration of architectural spaces. In this work, a photo-realistic room model and a visualization of an air flow inside the room has been combined. The integrated illustrative three-dimensional model is presented within an immersive virtual environment. The first part of the work covers scientific visualization and virtual reality implementation techniques. The visualization review begins with a discussion about human percepion of visual information and proceeds with an introduction to three-dimensional visualization. The focus is on illustration of a flow data produced as a result of a computational simulation. The flow visualization techniques utilizing all three dimensions are discussed and many examples of different graphical elements are presented. Virtual reality is examined from technical solutions point of view. The features having effect on the quality of a virtual experience are discussed and three different commonly used display techniques are introduced. The hardware of Experimental Virtual Environment -facility at Helsinki University of Technology is given as a detailed example. The implementation of a visualization software is described in the applied part of this thesis. Discussion covers the evaluation of different software tools, the tool selection process, and a detailed description of the design principles and implementation of the software. The different visualization solutions are also justified in this part. In the implementation, the real-time system requirements and utilization of all three dimensions have been taken into account. Finally, the results and their meaning are discussed and the performance of the implementation is evaluated. The applied part successfully integrated the room model and the flow visualization in an interactive virtual environment.
keywords Virtual Environments, Virtual Reality, Flow Visualization, CFD, 3D, Computer Graphics
series thesis:MSc
last changed 2003/02/12 22:37

_id avocaad_2001_21
id avocaad_2001_21
authors Martijn Stellingwerff
year 2001
title Visual Cues in the CYBER-REAL Complex
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 Current Computer Aided Architectural Design deals with issues of complexity in creation and interpretation of the built environment, complexity of the computer systems and complexity of the representations of the design object. The term ‘CYBER-REAL Complex’ in this paper is defined as the whole (un)conscious state of the architectural design project in the heads of the design-group and as how it is maintained in CAAD systems. The ‘CYBER-REAL Complex’ contains the design, its context and all related information such as planning, product specifications and design ideas. An Intranet is an interesting means for storage and approach of such complex project-data. However the knowledge and data of the project participants remains in their heads and new methods have to be developed in order to get each participant to share his or her personal information about the project. Meetings and intense data retrieval by an Intranet can establish a useful ‘CYBER-REAL Complex’. Then, as a designer wants to approach and change the information in the ‘CYBER-REAL Complex’, a very good set of tools, methods and media has to be at hand. The complexity of all the information can be overwhelming and it can take much effort to re-understand and re-interpret the information before new decisions and design-steps can be made. Currently, the understanding of CAAD representations by the designer and the deliberate execution of operations on increasingly complex datasets through increasingly complex user interfaces takes too much time and effort. An enhanced way of representation in the ‘CYBER-REAL Complex’ could help the approach and understanding of the information. Therefore the visual language of information systems needs further research and development. This paper explores several limits of human perception and ways to adhere to the human way of visual thinking in order to find and add new visual cues in CAAD, VR interfaces and in the ‘CYBER-REAL Complex’ as a whole. Successively the perceptive aspects of complex information, the role of visual cues in complex information and several examples of visual cues in research tests are presented. The paper draws from knowledge of the Gestalt Theory, Perception Research and findings of a PhD research project about Visual Language for Context Related Architectural Design. Findings of this research show that designers use distinct views to get overview and insight in the project data and that different kinds of data representation are needed for different phases in the design process. Finally it showed that abstract represented and filtered information can be very useful for remaining focus in the otherwise overwhelming dataset.
series AVOCAAD
email
last changed 2005/09/09 10:48

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