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 514

_id 12d9
authors Anumba, C.J., Ugwu, O.O., Newnham, L. and Thorpe, A.
year 2002
title Collaborative design of structures using intelligent agents
source Automation in Construction 11 (1) (2002) pp. 89-103
summary The construction industry has a long tradition of collaborative working between the members of a construction project team. At the design stage, this has traditionally been based on physical meetings between representatives of the principal design disciplines. To aid these meetings, the information and communications technologies that are currently available have been utilised. These have yielded some success but are hampered by the problems posed by the use of heterogeneous software tools and the lack of effective collaboration tools that are necessary to collapse the time and distance constraints, within which increasingly global design teams work. In particular, there are very few tools available to support distributed asynchronous collaboration. Distributed artificial intelligence, which is commonly implemented in the form of intelligent agents, offers considerable potential for the development of such tools. This paper examines some of the issues associated with the use of distributed artificial intelligence systems within the construction industry. It describes the potential for the use of agent technology in collaborative design and then goes on to present the key features of an agent-based system for the collaborative design of portal frame structures. An example is presented to demonstrate the working and benefits of the prototype system, which makes a significant contribution by allowing for peer to peer negotiation between the design agents.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 154d
authors Colajanni, B., Pellitteri, G. and Concialdi, S.
year 2002
title Intelligent Structures for Collaborating with the Architect
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. 360-364
doi https://doi.org/10.52842/conf.ecaade.2002.360
summary The number of different designers with different competencies collaborating in a building project is today conspicuous. An undesired consequence is the possible rise of conflicts between decisions taken independently by more than one specialist on the same building object. The early detection of such conflicts is then one of the most important features in collaborative design. Moreover, of great interest would be the possibility not only of automatic detection but also of solution proposal of at least the most manageable of those conflicts. In this perspective smart models of building components could be very useful. This is possible giving the building elements, represented as objects, the specific intelligence. A simple example of this possibility is given in this paper. In a precedent work we proposed a way of managing elementary spatial conflicts between building components tending to occupy the same spaces. The automatic detection derived from the previous declaration of two levels of constraints (soft constraint and hard constraints) in such way that a violation of them could be immediately signaled to the actor wanting to take the decision triggering the conflict. In this paper the topic is the consequences of the rise of a spatial conflict (occupation of the same space) between a column of a spatial frame of columns and beams, and another building object of any sort subject to a soft or hard constraint. The procedure identifies the minimum displacement of the two objects, propagates the column displacement to the other structural elements connected to it and checks the feasibility of the new configuration of the structural schema both with regard to the possible rise of new conflicts and with the compliance to previous structural criteria.
series eCAADe
email
last changed 2022/06/07 07:56

_id ddssar0225
id ddssar0225
authors Ozsariyildiz, S.S., Sariyildiz, I.S. and Stouffs, R.
year 2002
title ICKT support for the Building Industry: A Virtual Partner
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary We are now at a stage in which ICKT techniques allows us to develop knowledge intensive systems, such as intelligent decision support systems, to support collaboration and cooperation. This paper describes a theoretical approach, in which collaborative agents take on the role as a partner during the decision making process, in order to support various actors in the building process. The group-decision making set-up will be discussed and we will give an overview on the state of art of this subject. We will give some insights into their application in the building practice. In addition, we will provide some examples of use-case-scenarios as inception and early design support and evaluate it.
series DDSS
last changed 2003/08/07 16:36

_id d5b5
authors Wu, S., Ghenniwa, H. and Shen, W.
year 2002
title User Model of a Personal Assistant in Collaborative Design Environments
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 39-54
summary During the past decade, intelligent agents have been applied in attempts to a number of collaborative engineering design systems. Intelligent interface agents or personal assistants play a very important role in such systems. A fundamental issue in designing a personal assistant is how to build adequate models of the user and the domain. This paper proposes a cognitive user model of a personal assistant in collaborative design environments, which comprises a user interest model, a user behavior model, an inference component and a collaboration component. These models and components can help agents effectively achieve the user's goals. The proposed user model is being implemented in a coordinated, intelligent, rational agent (CIR-Agent) model on a FIPA-compliant platform. A case study in a multidisciplinary design optimization (MDO) software environment is also presented.
series other
email
last changed 2003/05/10 10:16

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id 7992
id 7992
authors von Buelow, Peter
year 2002
title USING EVOLUTIONARY ALGORITHMS TO AID DESIGNERS OF ARCHITECTURAL STRUCTURES
source Creative evolutionary systems, eds Bentley, Peter & Corne, David, Morgan Kaufmann, pp 315-336
summary This paper describes the application of an Intelligent Genetic Design Tool (IGDT) in the design of architectural, structural elements. As a computer design aid an IGDT is innovative in its intelligent interaction with the designer. By always submitting multiple solutions for review by the designer, it is less likely to cause design fixation than other optimization techniques, and allows the user greater range in exploring hard-to-code design criteria such as aesthetics. As an example, the design of a cantilever truss is briefly explored. Using the coded optimization criterion of weight, and the designer's non-coded criteria of visual aesthetics and performance, a series of possible designs are explored. The ability of an IGDT to intelligently respond to the designer's preferences in a way that promotes creative thinking on the part of the designer is demonstrated. A final truss design is selected based on the use of the tool. It is concluded that an IGDT offers a significantly different approach to computer aided structural design which has the potential to enhance the user's own creativity in determining a good solution.
keywords evolutionary form exploration genetic algorithm design
series book
type normal paper
email
last changed 2006/04/07 21:55

_id ddssar0214
id ddssar0214
authors Al Hassan, F., Trum, H.M.G.J. and Rutten, P.G.S.
year 2002
title Strategic Briefing A Conceptual Process Model for Building Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Nowadays building design problems are divided in partial discipline related sub-problems. Through targeted and focused attention to sub problems however the awareness of the whole is lost. Each designparticipant gives his sub-problem first priority. In contrast in the past the master builder saw the whole problem as his problem first. Thus the process of seeing the design problem as a whole, as a result ofprioritizing, considering constraints, or strategizing, is lost in today’s practice, basically because this process is a mental and implicit process, that occurred in the brain of the multi-disciplinary master builder.In most cases it is the task of no one in a design team today. The aim of this paper is modeling this conceptual mental implicit process design using System Theory and Cognitive Psychology, trying to determine the structure of the design problem as it occurs intuitively in the brain. The result will provide us with a mechanism that enables us each time to refine a unique common design problem representation. This leads to more effective use of design team capabilities, and forms an essential basis for organizing efforts toward collaborative solutions. Also some kind of clarity is provided as to how proposed solutions are to be judged.
series DDSS
last changed 2003/11/21 15:15

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:43

_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 cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id ddssar0207
id ddssar0207
authors Conti, G. and Ucelli, G.
year 2002
title A Java3D Tool for Real-Time Collaboration in a Virtual Reality CAADEnvironment
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Today the development of network-based virtual communities and the use of avatars have brought a new level of complexity to the meaning of virtuality, providing the technology for remote presence and collaborative experiences. In this project the intention was to pursue this articulated vision of VR in order to assist the design profession during the early stages of the design process. The objective was to provide a tool that is capable of creating 3D shapes in a shared VR environment, thus allowing thedesign and its evolution to be shared. The use of the Java programming language was a natural choice for this project. Because of Java’s performance scalability and hardware independence the concept ofCAAD has been extended, making it possible to create a VR environment that can co-exist between high-end supercomputers and standard PCs. The project is currently being tested using PCs and an SGI system running a Reality Centre. The research reported in this paper describes the architecture and application of software that aims to increase the opportunity for collaboration within virtual worlds and enable effective and transparent information exchange.
series DDSS
last changed 2003/08/07 16:36

_id 6e0a
authors Craig, David Latch and Zimring, Craig
year 2002
title Support for collaborative design reasoning in shared virtual spaces
source Automation in Construction 11 (2) (2002) pp. 249-259
summary This paper discusses collaborative design, emphasizing the elaboration and transformations of a problem space, and the role that unstructured verbal communication and graphic communication can play in these processes. An asynchronous collaborative system, called the Immersive Discussion Tool (IDT), is introduced as a means for supporting productive design exchanges. IDT allows collaborators to reason about 3-D models over the Internet using view-dependent and view-independent diagrammatic marks, dynamic simulations, geometric design surrogates and text annotations. IDT relies on VRML to view the models, with an extensive Java-based interface driving the interactive behavior, including the construction and playback of graphical annotations, the management of threaded discussions, and the management of file input/output. The development and initial implementation of IDT has revealed the difficulty of constructing complex marks in a virtual 3-D space. Possible strategies for dealing with these problems are suggested.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id fe60
authors Cumming, Michael
year 2002
title Flexible and distributed coordination models for collaborative design
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. 268-275
doi https://doi.org/10.52842/conf.ecaade.2002.268
summary Designers working in collaborative design situations, attempt to plan or anticipate their activities, such that their work progresses in an orderly manner, according to technical demands of their domain. Designers, and the organizations that employ them, often attempt to formally represent such plans using process representations, such critical path diagrams, or Petri nets. Such process articulation and formalization can have benefits for designers and organizations, such as standardization and improvement of work practices, and improved collaboration and coordination between design parties. In addition to plan making, designers also try to coordinate their actions with the actions of others on the design team. This coordination, which often takes place in real time, is a process that is necessarily social, interactive, and iterative. Here the formulation of suitable process representations is more difficult, due to the dynamic and complex nature of social interactions. How to represent and design such coordination processes, is a continuing research question in the process modeling community. It is possible there exists general coordination mechanisms that could be useful in a variety of domains. Possibilities for distributed methods of design process coordination are examined. A coordination method is proposed that involves the exchange of design process models, represented as Petri nets. Rather than concentrating on the specific content of these models - which is assumed to vary considerably between design domains - general coordinating mechanisms are proposed. One such mechanism involves the communication of social commitments to process models, in addition to communication of the content and authorship of these models.
series eCAADe
email
last changed 2022/06/07 07:56

_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 2205
authors Gabriel, Gerard Cesar and Maher, Mary Lou
year 2002
title Coding and modelling communication in architectural collaborative design
source Automation in Construction 11 (2) (2002) pp. 199-211
summary Although there has been some research done on collaborative face-to-face (FTF) and video-conferencing sessions involving architects, little is known about the effects these different media have on collaborative design in general and on collaborative communication and design representation in particular. In this paper, we argue that successful computer-mediated collaborative design (CMCD) does not necessarily mean emulating close-proximity environments. In order to investigate this view, we carried out experiments examining the effect and significance of different communication channels in collaborative sessions between architects. The experiments were conducted in different environments and classified into three categories. The first category is FTF. The second, CMCD sessions with full communication channels, CMCD-a. The third category was conducted also through CMCD sessions but with limited communication channels, CMCD-b. A custom coding scheme is developed using data, external and theoretically derived coding categories as a base. Examples of how the proposed coding scheme works are given from all three categories of experiments. The coding scheme provides the basis for modelling and understanding communication in collaborative design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 8f4f
authors Gibson, I., Kvan, Th. and Ling, W.M.
year 2002
title Rapid Prototyping of Architectural Models
source Journal of Rapid Prototyping, 8:2, pp. 91-99
summary The goal of our study was to identify how designers use and communicate early design ideas by using immersive three-dimensional VEs. We set-up a series of experiments including navigation- and perception-tasks; designing in immersive VE; transcription of design; remote communication between design partners and controlled observations. We explored initial intentions of 3D-immersive design schemes; textual descriptions and collaborations within immersive VE. This article describes the outcome of creation; interpretation and communication of architectural design; by using a three-dimensional (3D) maze together with text-based communication in a series of collaborative design experiments. We conducted the first successful attempt of a Joint Design Studio; which uses immersive VE as tool of design and communication between remote partners. We discuss frameworks and factors influencing how architectural students communicate their proposals in an immersive Virtual Environment Design Studio (VeDS); and how this new approach of design studio enables new forms of design expressions.
keywords Rapid Prototyping; Architectural Design
series journal paper
email
last changed 2002/11/15 18:29

_id 61d6
authors Klein, M., Sayma, H., Faratin, P. and Bar-Yam, Y.
year 2002
title A Complex Systems Perspective on How Agents Can Support Collaborative Design
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 95-111
summary Almost all complex artifacts nowadays, including physical artifacts such as airplanes, as well as informational artifacts such as software, organizational designs, plans and schedules, are created via the interaction of many, sometimes thousands of participants, working on different elements of the design. This collaborative design process is typically expensive and time-consuming because strong interdependencies between design decisions make it difficult to converge on a single design that satisfies these dependencies and is acceptable to all participants. Complex systems research concerning the generic dynamics of distributed networks has much to offer to the understanding of this process. This paper describes some insights derived from this novel perspective.
series other
email
last changed 2003/05/10 10:16

_id 9230
authors Kvan, Thomas
year 2002
title Learning Through Structural Activity in Collaborative Computer-Aided Design
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 355-360
doi https://doi.org/10.52842/conf.caadria.2002.355
summary The role of structural activities and other solution searching activities in design learning and problem solving have been identified in laboratory studies of problem solving and also in case studies of design teaching.. In laboratory studies, students have solved creative problems collaboratively under various communication conditions. The case studies follow students working on the same problem under two conditions – one group is taught using traditional face-to-face teaching while the other group is additionally supported by a textbased web board. This paper review findings from three experiments from which we can see that students producing above average solutions involved more structural activities than the mediocre cases. These successful cases engaged in textual expression of their design solutions. Computer tools for design should therefore support multiple representations of design work.
series CAADRIA
email
last changed 2022/06/07 07:52

_id fc4f
authors Lin, C.Y.
year 2002
title A Place Where People Are Free to Move: Exploring Dynamic Texture Mapping in Computer Graphic Systems
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 117-122
doi https://doi.org/10.52842/conf.caadria.2002.117
summary Recent studies, both collaborative design system and scenario scripting, attempt to explore further CG media. Corbusier pointed out that good architecture is a place where people can walk unrestrainedly and feel free in spirit. However, it is apparent that the human figures are still in animation, whereas they are free to move in the real world. The human figure always plays an important role in the development of design media. The objective of this paper is to develop a new design method using CG media and to study the process of dynamic human texture mapping within the CG. This research conducted a design experiment using computer as the sole design medium. The results show that the new design method not only altered the behavior of the designer, but also impacted design thinking cognition.
series CAADRIA
email
last changed 2022/06/07 07:59

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