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 511

_id ddssar0211
id ddssar0211
authors Fröst, Peter
year 2002
title Interactive Tools for Collaborative Architectural 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 Today’s rapidly changing society is continuously developing towards an increased demand for multistakeholder knowledge and influence in the architectural planning and design process. Accordingly, we are working with developing and setting up a partner engaged collaborative design process. It includes active collaboration between users, external partners and designers, and visualizations in conceptual design and scenario building. My research is focusing on integrating visualization technology in theseprocesses by application of digital tools. We have developed a working prototype for an interactive design tool. The prototype is an extremely “easy to use” digital modeling tool called “ForeSite Designer.” With this tool one builds one’s own spatial environment with elements on a 2D surface.With one command the 2D layout is exported to a lit-up 3D/Virtual Reality world in the computer game “Half-Life”. ForeSite Designer has lately been used in a series of workshops together with external users. In these processes ForeSite Designer has played a crucial role as an arena of building spatially arranged concepts of future environments. The results show that it works, and, importantly, promotes a collaborative engagement among the users.
series DDSS
last changed 2003/08/07 16:36

_id dd8e
authors Moloney, Jules
year 2002
title String CVE Collaborative Virtual Environment software developed from a game engine
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. 522-525
doi https://doi.org/10.52842/conf.ecaade.2002.522
summary The University of Auckland has been experimenting with the adaptation of computer game engines for architectural education during a series of projects undertaken in specialized summer design studios 99 - 02. This paper reports on the early stages of software development of a collaborative virtual environment utilizing the ‘Torque’ game engine. The current software version (Beta 1.27) will be demonstrated and the studio outcomes discussed. The rationale for further application development is outlined with a focus on communication tools to enable experimentation with international virtual design studios.
series eCAADe
email
last changed 2022/06/07 07:58

_id 0e4c
authors Uddin, M. Saleh and Yoon, So-Yeon
year 2002
title Peter Eisenman’s House X, Scheme G: 3D Game Engine for Portable Virtual Representation of Architecture
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. 526-531
doi https://doi.org/10.52842/conf.ecaade.2002.526
summary Recently introduced 3D games, game editors, along with gaming software offer great potential for delivering three-dimensional, collaborative virtual environments for online audiences. These capabilities have significant potential in architectural visualization. The University of Missouri-Columbia’s Emerging Technology Group developed the Virtual Campus Project introducing the university campus to prospective students through the Internet. Fascinating quality, seamless real time rendering, and smooth navigation are enough to impress visitors. However, the developers had to use eye measures and guesses based on photos rather than architectural drawings for initial 3D computer models. The absence of a precise scaling system as well as not being able to recognize a standard 3D architectural drawing format in a virtual environment were the prime generators of this paper. One important goal for this paper is to suggest architects the potentials of using universal or exchangeable formats of 3D models with accurate structure data to build virtual models. A second goal is to provide better understanding of potentials in 3D game engines for virtual representation of architecture.
series eCAADe
email
last changed 2022/06/07 07:57

_id ddssup0214
id ddssup0214
authors Pelizaro, C., Timmermans, H., Laing, R. and Miller, D.
year 2002
title Towards A Decision Support System for the Planning, Design and Maintenance of Urban Green Space
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary As one of the domains of urban planning and design, that of green space is lagging behind in terms of the use of advanced computer technology, mo dels and design methodology compared to, for example, retail and transportation planning. However, recently, there is some evidence of the development and testing of tools such as visualization, GIS and conjoint analyses in this area, although not of more integrated Decision Support Systems. The purpose of this study is to outline ideas and needs for thedevelopment of a Decision Support System for the planning and design of green space. The objective is to provide planners with an integrated framework for the provision and management of these parts of urban areas.
series DDSS
last changed 2003/08/07 16:36

_id ddssup0215
id ddssup0215
authors Ruiz, M., Fornés, A., Ramon, J., Alorda, J. Goula, M. and Pié, R.
year 2002
title GIS Tools for Landscape Impact Assessment
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary This paper present the main results obtained by the development of the Artemis Project ”Design and Evaluation of Residential Patterns in the Mediterranan Region appropiate to sustainable development of environmentally deteriorated rural areas” 4th European Framework Program. Call ENVIRONMENT AND CLIMATE . ENV4-CT97-0656.) As results of the project an Integrated Landscape Assessment Model (AIAM) was created. AIAM is a resource modelling system focusing on the generation of a decision support system application oriented to provide criteria in order to evaluate effects and to optimise location of low density residential settlements. The Model includes a Landscape multicriteria analysis merged with spatial analysis tools set in a GIS Environment. The A.I.A.M. provides data structures, user interface components, and output mechanism witch allows the user to apply the knowledge acquired for Artemis Project. One of the main goals of the A.I.A.M is to give a landscape view of the territory including variables that are usually not considered in planning and environmental impact assessment processes. Also the models gives a sustainable support both to planner and designers projects. A.I.A.M. gives the data structure to define a residential patterns, the parameters through which a pattern is adequately described. This pattern definition allows comparison between the one’s of the reference area and so, extract conclusions about divergence between them.
series DDSS
last changed 2003/08/07 16:36

_id 138eaea2001
id 138eaea2001
authors Breen, Jack
year 2002
title A Room with a Different View
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary This contribution documents the developments, results and findings of an experimental design visualisation and presentation exercise entitled ‘A Different View of Delft’. The primary aim of this project was to make students aware of the potentials of the active utilisation of physical models for the sake of designerly enquiry. Furthermore the ambition was to explore new ways of using such model ‘environments’ for the benefit of design communication and presentation. For this exercise a ‘game’ situation with clear constraints and rules was developed beforehand. The students were to work out a proposal for a new exhibition space, as an annex to a – hypothetical – existing museum. The new space was to create a fitting ‘setting’ for a single work of art: Johannes Vermeer’s famous View of Delft. The maximum contours of the new exhibition space were given, along with clear guidelines concerning which walls and roof segments might be (partly) opened. The emphasis lay on the viewer’s ‘approach’ to the painting, its positioning and ‘framing’ in an architectural context. A designerly search involving form and space, the choice of colours and materials and particularly the strategic use of (natural) lighting.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 49e5
authors Lehtinen, Saku
year 2002
title Visualization and teaching with state-of-the-art 3D game technologies
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. 538-541
doi https://doi.org/10.52842/conf.ecaade.2002.538
summary This paper describes the use of the latest 3D game technologies and game editing tools in architectural modeling and visualization. The differences to more conventional rendering techniques, the benefits and the disadvantages of using these tools in architectural teaching are discussed.
series eCAADe
email
last changed 2022/06/07 07:52

_id 3439
authors Paranandi, M. and Sarawgi, T.
year 2002
title Virtual Reality on Architecture: Enabling Possibilities
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. 309-316
doi https://doi.org/10.52842/conf.caadria.2002.309
summary This paper examines the potential of Virtual Reality (VR) technologies for architectural applications. There has been a great deal of anticipation for its implications for architecture since Ivan Sutherland's first VR system in the 60's. The term VR was formalized and became popular in the main stream in the late 80's and became an industry by the late 90's. Although it has found good applications in Medicine, Flight Simulation, and Video Game Industry, its effect on architecture remains imperceptible. In the work that we review, we found that the success of VR in architecture has primarily been in the passive and exploratory applications. We also note that at the present time, the cost of VR systems is directly proportionate to the level of photorealism and immersion. We contend that photorealistic visualization and total immersion are not absolute prerequisites for making most design decisions. Hence, through this paper we bring to light the inherent promise of VR technology and the potential impact it could have with its current limitations, on the way we conventionally think and design our built environment pushing it beyond space and time constraints.
series CAADRIA
email
last changed 2022/06/07 08:00

_id ddssup0217
id ddssup0217
authors Shen, Z., Kawakami, M. and Kishimoto, K.
year 2002
title Study on the Development of an On-line Design Collaboration System for Public Participation - A Case Study of Public Park Planning and Design
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary As a result of reviewing existing research in the field of public participation, an on-line collaborative design system can be broken down into the following four sub-systems : the planning objectives system, the discussion system,the proposals system and the design game system. Using these systems, participants can exchange their ideas and concepts, experience the present situation and give their opinions on an interactive web site. Furthermore, in the design game system, the participants can design their park plan according to their preferences and save their design to a server database. Other participants can then access the database to review another participant’s design for purposes of comparing and getting consensus. In order to evaluate our demonstration system, we carried out anexperiment using the design game in Yamanoue community where a park project was scheduled by the local government of the area. Through the participation of the residents and university students, we were able to analyze the design process of the park design workshop in an Internet environment. In particular we were able to examine the exchanging of participates’ ideas, the process they all used in creating VRML worlds of their park design and the effectiveness of VRML for plan presentation.
series DDSS
last changed 2003/08/07 16:36

_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 ddssar0201
id ddssar0201
authors Achten, H.H.
year 2002
title Requirements for Collaborative Design in Architecture
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary The concept of collaborative design has recently come under renewed attention in the field of computer aided architectural design support. Although collaborative design deals with the same aspects of cooperation by various participants in the design process as previously studiedin, for example, concurrent engineering and multi-disciplinary design, it nevertheless puts a different research emphasis. Collaborative design looks at how the process can be improved in such a way that collaboration –working together in a manner to enhance each participants contribution to the design– emerges from the process. In engineering design practice, thismeans a shift forward in the design process where engineers are asked earlier for their input in the design solution. For CAAD research, the phenomenon of collaborative design poses the question how design tools and environments can be made in such a way that collaboration will occur. In this paper, the aims is to describe the concept of collaborative design in architecture, and to give an outline of the perceived requirements in the organisation of design and Computer Aided Design Support to achieve collaborative design.
series DDSS
last changed 2003/11/21 15:15

_id 2a84
authors Donath, D. Hansen, St. and Richter, K.
year 2002
title Architectural Window - Computer networks as planning and integration tools
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. 302-305
doi https://doi.org/10.52842/conf.ecaade.2002.302
summary As building projects become increasingly more complex, the number of project participants increases as does their spatial distribution. An effective decentralised work process and co-operation is of increasing importance. The global computer network, the internet, has great potential and recent times have seen the development of a variety of techniques in this field. The project proposal described here is based upon this approach and also takes it a step further. A specific analysis of the subject and the subsequent identification of potential approaches formed the basis for an architectural application that brings the architect in contact with other project participants using the internet as a powerful yet simple and easy to use medium. The project is currently (2002) undergoing practice tests and academic investigation and is installed on a freely-accessible server.
series eCAADe
email
last changed 2022/06/07 07:55

_id 349e
authors Durmisevic, Sanja
year 2002
title Perception Aspects in Underground Spaces using Intelligent Knowledge Modeling
source Delft University of Technology
summary The intensification, combination and transformation are main strategies for future spatial development of the Netherlands, which are stated in the Fifth Bill regarding Spatial Planning. These strategies indicate that in the future, space should be utilized in a more compact and more efficient way requiring, at the same time, re-evaluation of the existing built environment and finding ways to improve it. In this context, the concept of multiple space usage is accentuated, which would focus on intensive 4-dimensional spatial exploration. The underground space is acknowledged as an important part of multiple space usage. In the document 'Spatial Exploration 2000', the underground space is recognized by policy makers as an important new 'frontier' that could provide significant contribution to future spatial requirements.In a relatively short period, the underground space became an important research area. Although among specialists there is appreciation of what underground space could provide for densely populated urban areas, there are still reserved feelings by the public, which mostly relate to the poor quality of these spaces. Many realized underground projects, namely subways, resulted in poor user satisfaction. Today, there is still a significant knowledge gap related to perception of underground space. There is also a lack of detailed documentation on actual applications of the theories, followed by research results and applied techniques. This is the case in different areas of architectural design, but for underground spaces perhaps most evident due to their infancv role in general architectural practice. In order to create better designs, diverse aspects, which are very often of qualitative nature, should be considered in perspective with the final goal to improve quality and image of underground space. In the architectural design process, one has to establish certain relations among design information in advance, to make design backed by sound rationale. The main difficulty at this point is that such relationships may not be determined due to various reasons. One example may be the vagueness of the architectural design data due to linguistic qualities in them. Another, may be vaguely defined design qualities. In this work, the problem was not only the initial fuzziness of the information but also the desired relevancy determination among all pieces of information given. Presently, to determine the existence of such relevancy is more or less a matter of architectural subjective judgement rather than systematic, non-subjective decision-making based on an existing design. This implies that the invocation of certain tools dealing with fuzzy information is essential for enhanced design decisions. Efficient methods and tools to deal with qualitative, soft data are scarce, especially in the architectural domain. Traditionally well established methods, such as statistical analysis, have been used mainly for data analysis focused on similar types to the present research. These methods mainly fall into a category of pattern recognition. Statistical regression methods are the most common approaches towards this goal. One essential drawback of this method is the inability of dealing efficiently with non-linear data. With statistical analysis, the linear relationships are established by regression analysis where dealing with non-linearity is mostly evaded. Concerning the presence of multi-dimensional data sets, it is evident that the assumption of linear relationships among all pieces of information would be a gross approximation, which one has no basis to assume. A starting point in this research was that there maybe both linearity and non-linearity present in the data and therefore the appropriate methods should be used in order to deal with that non-linearity. Therefore, some other commensurate methods were adopted for knowledge modeling. In that respect, soft computing techniques proved to match the quality of the multi-dimensional data-set subject to analysis, which is deemed to be 'soft'. There is yet another reason why soft-computing techniques were applied, which is related to the automation of knowledge modeling. In this respect, traditional models such as Decision Support Systems and Expert Systems have drawbacks. One important drawback is that the development of these systems is a time-consuming process. The programming part, in which various deliberations are required to form a consistent if-then rule knowledge based system, is also a time-consuming activity. For these reasons, the methods and tools from other disciplines, which also deal with soft data, should be integrated into architectural design. With fuzzy logic, the imprecision of data can be dealt with in a similar way to how humans do it. Artificial neural networks are deemed to some extent to model the human brain, and simulate its functions in the form of parallel information processing. They are considered important components of Artificial Intelligence (Al). With neural networks, it is possible to learn from examples, or more precisely to learn from input-output data samples. The combination of the neural and fuzzy approach proved to be a powerful combination for dealing with qualitative data. The problem of automated knowledge modeling is efficiently solved by employment of machine learning techniques. Here, the expertise of prof. dr. Ozer Ciftcioglu in the field of soft computing was crucial for tool development. By combining knowledge from two different disciplines a unique tool could be developed that would enable intelligent modeling of soft data needed for support of the building design process. In this respect, this research is a starting point in that direction. It is multidisciplinary and on the cutting edge between the field of Architecture and the field of Artificial Intelligence. From the architectural viewpoint, the perception of space is considered through relationship between a human being and a built environment. Techniques from the field of Artificial Intelligence are employed to model that relationship. Such an efficient combination of two disciplines makes it possible to extend our knowledge boundaries in the field of architecture and improve design quality. With additional techniques, meta know/edge, or in other words "knowledge about knowledge", can be created. Such techniques involve sensitivity analysis, which determines the amount of dependency of the output of a model (comfort and public safety) on the information fed into the model (input). Another technique is functional relationship modeling between aspects, which is derivation of dependency of a design parameter as a function of user's perceptions. With this technique, it is possible to determine functional relationships between dependent and independent variables. This thesis is a contribution to better understanding of users' perception of underground space, through the prism of public safety and comfort, which was achieved by means of intelligent knowledge modeling. In this respect, this thesis demonstrated an application of ICT (Information and Communication Technology) as a partner in the building design process by employing advanced modeling techniques. The method explained throughout this work is very generic and is possible to apply to not only different areas of architectural design, but also to other domains that involve qualitative data.
keywords Underground Space; Perception; Soft Computing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 1a42
authors Fjeld, M., Lauche, K., Bichsel, M., Voorhorst, F., Krueger, H., Rauterberg, M.
year 2002
title Physical and Virtual Tools: Activity Theory Applied to the Design of Groupware
source Computer Supported Cooperative Work (CSCW), Kluwer
summary Activity theory is based on the concept of tools mediating between subjects and objects. In this theory, an individual's creative interaction with his or her surroundings can result in the production of tools. When an individual's mental processes are exteriorized in the form of tools - termed objectification - they become more accessible to other people and are therefore useful for social interaction. This paper shows how our understanding of activity theory has shaped our design philosophy for groupware and how we have applied it. Our design philosophy and practice is exemplified by a description of the BUILD-IT system. This is an Augmented Reality system we developed to enhance group work; it is a kind of graspable groupware which supports cooperative planning. The system allows a group of people, co-located around a table, to interact, by means of physical bricks, with models in a virtual three-dimensional (3D) setting. Guided by task analysis, a set of specific tools for different 3D planning and configuration tasks was implemented as part of this system. We investigate both physical and virtual tools. These tools allow users to adjust model height, viewpoint, and scale of the virtual setting. Finally, our design practice is summarized in a set of design guidelines. Based on these guidelines, we reflect on our own design practice and the usefulness of activity theory for design.
series other
last changed 2003/04/23 15:50

_id bca4
authors Glaser, D., Warfield, R., Carrier, K., Lam, A., Yong, Y.,Canny, J., Ubbelohde, M. and Do, E.
year 2002
title Multi-Resolution Sky Visualization: Daylight Design and Design Tools
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 251-261
doi https://doi.org/10.52842/conf.acadia.2002.251
summary This paper describes how building designers make sense of the sky and modern visualizationtechniques for representing them. The dialectic approach addresses technological innovation withrespect to existing social practices. This is done for two reasons—to illustrate where practices are andhow they can be extended with innovative technologies. It is shown that building designers maintainvarious levels of expertise for managing daylight design. Visualization prototypes are introduced alsowith different degrees of precision. The paper concludes with implications for the development ofdesign tools and use by building designers.
series ACADIA
email
last changed 2022/06/07 07:51

_id 5833
authors Koch, V. Zwölfer, M. and Fischer, K.
year 2002
title Turban - Time sensitive modelling of cities and urban fragments in CAD environments
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. 296-300
doi https://doi.org/10.52842/conf.ecaade.2002.296
summary Town planning requires conscious handling of the existing urban structure and knowledge about its history. Only so planned modifications and supplements can be integrated in a sustainable manner into existing urban structures and have lasting effects. Modern CAD environments offer basically the possibility of supporting necessary planning process through additional integrated tools. In the project ‘Turban’ CAD extensions were developed additionally, providing planners and students with fundamental tools for data-capture and analysis around the temporal process from town developments.
series eCAADe
email
last changed 2022/06/07 07:51

_id ddssup0210
id ddssup0210
authors Krempi, A.P., Brondino, N.C.M. and Silva, A.N.R.
year 2002
title Evaluating Transportation Accessibility with Spatial Statistics Toolsin a GIS Environment
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary In several developing countries it is often assumed that low-income segments of the population living at the periphery of the cities are those affected the most by poor conditions of transportation accessibility. Inorder to gain a better understanding of the way transportation accessibility is distributed across different regions of an urban area, the main aim of this work is to analyze, making use of Spatial Statistics tools ina GIS (Geographical Information System) environment, the relationship between accessibility and geographical locations in a medium-sized Brazilian city. Data of an origin-destination (O-D) survey carried out in the city of Bauru, which brings information about four different transportation modes, were used in this study. Such data, grouped following the census tracts, were carefully examined in a Geographic Information System in order to look for spatial patterns of accessibility that are not visible inthe traditional approaches. One of the interesting outcomes of the application was the identification of regions with particular dynamics, which go against the pattern found in the overall urban area. This andother results of the case study clearly indicate that Spatial Statistics analyses in a GIS environment create a powerful tool to extend conventional transportation accessibility analysis.
series DDSS
last changed 2003/08/07 16:36

_id 3a28
authors Laiserin, Jerry
year 2002
title From atelier to e-telier: virtual design studios
source Architectural Record
summary The design studio, as physical place and pedagogical method, is the core of architectural education. Ateliers clustered around rue Napoleon in Paris defined the École des Beaux Arts. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. From programs, schemes, and parti to desk crits, pin-ups, and charrettes-language and behavior learned in the studio establish the profession's cultural framework. Advances in CAD and visualization, combined with technologies to communicate images, data, and "live" action, now enable virtual dimensions of studio experience. Students no longer need gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up-if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to favor collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The catch is predicting whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series journal paper
last changed 2003/04/23 15:50

_id ddssar0221
id ddssar0221
authors Maassen, W., De Groot, E. and Scholten, J.E.
year 2002
title Design of an Early Support Tool For Building Services Design:A Design Tool Study
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary There is a need for Dutch design support tools for building services that can be used in early design stages. TNO Building and Construction Research has therefore initiated the research project described here. The project will result in a model for a design support tool for early design of building services in the Netherlands. This tool should make it possible to quickly compare alternative conceptual design solutions and to visualize possible consequences of the underlying design decisions.
series DDSS
last changed 2003/08/07 16:36

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