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

_id 23e4
authors Tuzmen, Ayca
year 2001
title Self-Sustainability of Effective Team Performance in a Collaborative Design Environment
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
doi https://doi.org/10.52842/conf.acadia.2001.122
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 avocaad_2001_14
id avocaad_2001_14
authors Adam Jakimowicz
year 2001
title Non-Linear Postrationalisation: Architectural Values Emergence in a Teamwork Interpretation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The paper presents the outcomes of the experiment being conducted at the Faculty of Architecture in Bialystok, which derives form three main sources: a new course of architectural composition by computer modelling, developed and conducted in Bialystok postrationalisation as a formulation platform for new architectural values and theories, applied by e.g. Bernard Tschumi the idea of new values emergence resulting form a teamwork, when placed in an appropriate environment; It is assumed that the work performed first intuitively, can be later seriously interpreted, and to some extent rationalised, verbalised, described. With no doubt we can state, that in creative parts of architectural activities, very often decision are taken intuitively (form design). So this ‘procedure’ of postrationalisation of intuitively undertaken efforts and results seems to be very important –when trying to explain ideas. This kind of activity is also very important during the first years of architectural education. In case of this experiment, the students’ works from the course of architectural composition are taken as a base and subjects for interpretation, and values research. However, when at first, individual works are being interpreted by their authors, at the latter stage, the teams are to be formed. The aim of the teamwork is to present individual works, analyse them, find common value(s), and represent it (them) in an appropriate, creative way. The ideal environment to perform this work is hypertext based internet, because the non-linearity of team interpretations is unavoidable. On the other hand, the digital input data (computer models) is a very appropriate initial material to be used for hypermedia development. The experiment is to analyse the specific of the following: the self-influence of the group on the individual work ‘qualification’, mutual influence of the team members on their own work interpretation, the influence of the digital non-linear environment on the final outcome definition. The added value of hypertext in architectural groupwork digital performance shall be examined and described. A new value of individualised, though group based, non-linearity of expression will be presented and concluded.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 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 d146
authors He, Jie
year 2001
title CAD Study in Visual Analysis of the Visual Sustainability for China Urban Natural Landscape Planning
source Chinese University of Hong Kong
summary In this thesis a GIS-based CAD system prototype of evaluating visual quality of urban natural landscape environment is presented. This prototype is an indispensable component of the integrative Visual Sustainability research, and offers a calculable and visualizable technique to urban visual natural landscape assessment. This scientific method provides precise data to estimate the visibility of natural landscape in urban construction actuality. Furthermore, it can also work out supporting information for maintaining and protecting valuable visual landscape resources in further planning. Introduction of this methodology intends to improve the natural landscape cooperation in China urban planning through visual protection. Combining with popular CAD software such as AutoCAD and Microstation, the research team uses ArcView GIS software and its 3D Analyst extension to accomplish a set of research procedure, which includes data modification, model making, viewshed and view sensibility analysis. In addition, this system can create simultaneous 3D scenes or hire other information media as reference tools for professional analysis, design consultation and intercommunication. The core technologies of this proposed system are viewshed calculation and overlay analysis. In viewshed analysis, human visual characteristics are simulated by a series of ergonomics parameters of viewpoints. Viewshed of each viewpoint can be calculated into vector data and mapped by polygons identifying which region is visible and which is not. Overlay function of the proposed system is used in visual sensibility analysis to achieve the division of higher visual sensible area which indicates the common visible area from different viewpoints. Additionally, viewshed maps and visual sensibility results can add more information to mark out the areas that can satisfy certain visual parameters such as appropriate visual angle or visual distance. These overlaying results can visualized the visible areas into hierarchical visual perception quality categories in order to define the visual landscape significance of particular planning regions. A case study was operated to evaluate this system. The case is in Zhongshan city, Guangdong Province of China. Jinzishan hill region is the study site that picked by collaborating discussion of research team and the local government. It is located on the edge of urban built-up area. Jinzishan massif is the prominent landscape element of the surrounding environment. There are three topics in Jinzishan visual perception in this paper. The first topic is the visual quality evaluation of the intersections of its surrounding road system. The second is the integrated visual perception of two main roads called Qiwandao and Bo’ailu. Finally is the analysis of the hill skyline visual quality in surrounding area. The analysis results in GIS vector data can be converted into popular data format and combined with other spatial information for practical application. And comments for future urban planning are collected and analyzed by professional responses to the computer-generated information investigation.
keywords Natural Landscaping; Computer-Aided Design; Landscape Architecture; City Planning; Geographic Information Systems
series thesis:MSc
email
last changed 2003/02/12 22:37

_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 e693
authors Caneparo, Luca
year 2001
title Shared virtual reality for design and management: the Porta Susa project
source Automation in Construction 10 (2) (2001) pp. 217-228
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large-scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality (VR) in that the experience of virtual spaces is no longer individual, but rather shared across the Internet with other users simultaneously connected. SVR offers an effective approach to Construction Data Model and Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to process information across the networks.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id 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 3815
authors Qaqish, Ra’ed
year 2001
title VDS/DDS Practice Hinges on Interventions and Simplicity - A Case Study of Hard Realism vs. Distorted Idealism
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 249-255
doi https://doi.org/10.52842/conf.ecaade.2001.249
summary This paper reports on a contemporary and laborious ongoing experimental work initiated during the establishment of a new Virtual/Digital design studio “VDS” in Sept. 1999 by CAAD tutors at University of Petra “UOP”. The new VDS/DDS now works as an experimental laboratory to explore several solutions to problems of efficiency in design teaching as a new digital design studio paradigm, in tandem with CAD/Design staff, DS environment, materials and facilities. Two groups of graduating level students participated as volunteers in this experiment. The first group was comprised of three fifth-year architectural design students while the second group was comprised of two fourth-year interior design students. The media currently in use are ArchiCAD 6.5 as a design tool along with CorelDraw 9 as a presentational tool, running on Pentium III computers. The series of experiments evaluated the impression on architectural design studio tuition requirements arising from the changes brought about by the implementation of the new CAD pedagogical approach (VDS/DDS) at UOP. The findings echo several important key issues in tandem with CAAD, such as: the changes brought about by the new design strategies, adaptation in problem solving decision-making techniques, studio employment in terms of environment, means and methods. Other issues are VDS/DDS integration schemes carried out by both students and staff as one team in design studio practice on one hand and the curriculum on the other. Finally, the paper discusses the negative impact of conventional design studio hardliner teaching advocates and students alike whose outlook and impressions undermine and deplete effective CAAD integration and obstruct, in many instances, the improvement of such experiments in a VDS environment.
keywords Design Studio Strategies, Problem Solving Decisions, Transformation And Integration Policies
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
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 394-400
doi https://doi.org/10.52842/conf.ecaade.2001.394
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 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 ga0122
id ga0122
authors Miranda Carranza, Pablo
year 2001
title Self-design and Ontogenetic evolution
source International Conference on Generative Art
summary The context and long term goal of the project is to develop design environments in which the computer becomes an active and creative partner in the design process. To try to set-up a system that would enhance the design process by suggesting possibilities, has been preferredto an approach that emphasises optimisation and problem-solving.The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes.The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of thedevelopment of organisms, and Epigenesis, the mode Ontogenesis operates.Drawing on D’Arcy Thompson’s ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able toadapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. This may seem contradictory with what was mentioned above regarding problem solving. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creativeones. It is not answers the computer should provide, but questions about the problematic of the design. It is in this context of “problem-worrying” (as opposed to problem solving) that the work has been carried.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c55e
authors Miranda, Pablo
year 2001
title Self-design and Ontogenetic evolution
source 4th International Conference on Generative Art, Politecnico di Milano University, Milan, Italy
summary The work develops around the general concept of morphogenesis, the process of development of a system's form or structure. Besides the obvious example of embryological growth, biological evolution, learning, and societal development can also be considered as morphogenetic processes. The aim is to set a foundation from where latter work can develop in the study of how form unravels, and the implications and possibilities of the utilisation of such processes in design. Some basic principles are established, regarding the idea of Ontogenesis, the study of the development of organisms, and Epigenesis, the mode Ontogenesis operates. Drawing on D'Arcy Thompson's ideas and inspired on the models and approaches developed in the recent field of Artificial Life, this work explores the possibilities of using a model based in bone accretion to develop structural systems. The mechanisms by which bone is able to adapt are relatively known and simple, and at the same time they address a sensible problem, such as it is the case of the static performance of a structure. The problem is anyway approached not with the intention of finding optimal solutions, but challenging and creative ones. It is not answers the computer should provide, but questions about the problematics of the design. It is in this context of 'problem-worrying' (as opposed to problem solving) that the work has been carried.
keywords Ontogenesis; Bone Accretion; Self-designed Structures; Problem-worrying
series other
email
last changed 2003/03/24 16:47

_id ecaade2013_084
id ecaade2013_084
authors Stojanovic, Djordje and Cerovic, Milutin
year 2013
title Self-regulating Fields and Networks
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 633-642
doi https://doi.org/10.52842/conf.ecaade.2013.1.633
wos WOS:000340635300066
summary This paper will explore the connection between two theoretical models, initially identified as the Field and the Network Conditions (Allen, 1997; Wigley, 2001) and material based studies in architectural design, conducted as a sequence of experiments. A number of prototypical models have been produced to test the practical and theoretical dimensions of the design approach which employs elastic material performance to achieve highly versatile spatial organization. One of the concrete outcomes of the exploration is the specific software extension produced by the authors of this paper. Its purpose is to enable designers to maintain an indirect control of complex spatial models based on the use of two parallel sets of algorithmic protocols which define: a. geometric logic and b. intrinsic material behavior.
keywords Elasticity; material performance; self-regulating systems; prototypical models; physics based simulation.
series eCAADe
email
last changed 2022/06/07 07:56

_id 7893
authors Woodbury, R.F., Wyeld, Th.G., Shannon, S.J., Roberts, I.W., Radford, A., Burry, M., Skates, H., Ham, J. and Datta, S.
year 2001
title The Summer Games
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 293-297
doi https://doi.org/10.52842/conf.ecaade.2001.293
summary As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games. This paper discusses six topical areas: – what is a game; – specific goals of the summer games; – the structure of a game; – the game-making process; – key findings from the production unit; and – future directions.
keywords Reflection-In-Action, Design Making, Game Container, Collections, Meta-Cases, Data Repository
series eCAADe
email
last changed 2022/06/07 07:57

_id 1b10
id 1b10
authors Bay, Joo-Hwa
year 2001
title Cognitive Biases - The case of tropical architecture
source Delft University of Technology
summary This dissertation investigates, i) How cognitive biases (or illusions) may lead to errors in design thinking, ii) Why architects use architectural precedents as heuristics despite such possible errors, and iii) Develops a design tool that can overcome this type of errors through the introduction of a rebuttal mechanism. The mechanism controls biases and improves accuracy in architectural thinking. // The research method applied is interdisciplinary. It employs knowledge from cognitive science, environmental engineering, and architectural theory. The case study approach is also used. The investigation is made in the case of tropical architecture. The investigation of architectural biases draws from work by A. Tversky and D. Kahneman in 1982 on “Heuristics and biases”. According to Tversky and Kahneman, the use of heuristics of representativeness (based on similarity) and availability (based on ease of recall and imaginability) for judgement of probability can result in cognitive biases of illusions of validity and biases due to imaginability respectively. This theory can be used analogically to understand how errors arise in the judgement of environmental behaviour anticipated from various spatial configurations, leading to designs with dysfunctional performances when built. Incomplete information, limited time, and human mental resources make design thinking in practice difficult and impossible to solve. It is not possible to analyse all possible alternative solutions, multiple contingencies, and multiple conflicting demands, as doing so will lead to combinatorial explosion. One of the ways to cope with the difficult design problem is to use precedents as heuristic devices, as shortcuts in design thinking, and at the risk of errors. This is done with analogical, pre-parametric, and qualitative means of thinking, without quantitative calculations. Heuristics can be efficient and reasonably effective, but may not always be good enough or even correct, because they can have associated cognitive biases that lead to errors. Several debiasing strategies are discussed, and one possibility is to introduce a rebuttal mechanism to refocus the designer’s thinking on the negative and opposite outcomes in his judgements, in order to debias these illusions. The research is carried out within the framework of design theory developed by the Design Knowledge System Research Centre, TUDelft. This strategy is tested with an experiment. The results show that the introduction of a rebuttal mechanism can debias and improve design judgements substantially in environmental control. The tool developed has possible applications in design practice and education, and in particular, in the designing of sustainable environments.
keywords Design bias; Design knowledge; Design rebuttal; Design Precedent; Pre-parametric design; Tropical architecture; Sustainability
series thesis:PhD
type normal paper
email
last changed 2006/05/28 07:42

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
doi https://doi.org/10.52842/conf.ecaade.2001.449
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

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