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 cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2003_088
id sigradi2003_088
authors Carrara, Gianfranco and Fioravanti, Antonio
year 2003
title Needs Requirements Performances Vs Goals Constraints Values in Collaborative Architectural Design
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The following is a report on an on-going research study aimed at defining a support system for Collaborative Design in architecture. This paper concisely shows the latest results. In the present report the emphasis is laid on the relations among the operators and their different goals. We studied the preliminary phase of the architectural design, for which we defined a model and implemented a software system. The validity of the software system does not decrease when it is extended to the remaining design phases. The goal of the research is to improve collaboration among operators.
keywords Collaborative Architectural Design, Knowledge Engineering, Design Goals, Constraints, Conflicts Reduction
series SIGRADI
email
last changed 2016/03/10 09:48

_id cf2003_m_097
id cf2003_m_097
authors FRÖST, Peter
year 2003
title A Real Time 3D Environment for Collaborative Design
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 203-212
summary By setting up collaborative design processes in architecture it is possible to considerably improve the integration of customer needs and ideas into the programming phase of a building project. Our design process includes active collaboration between customers, users and other stakeholders as well as the use of virtual environments in conceptual design. The output from the process is treated as visualised input to the architectural programming. The work presented focuses on developing digital tools to support this collaborative design dialogue. We have developed an extremely “easy to use” digital modelling tool called “ForeSite Designer”. The tool enables the users to build layouts of prefabricated components on a building site in 2D. This 2D layout can then instantly be exported to a lit-up real time 3D environment in the computer game “Half-Life.” ForeSite Designer has been used in a several design events with different settings. This paper presents the tool and one project where it was utilized. The results show that ForeSite Designer can promote dialogue and collaborative design work among the participants. We have also found that it is important how the virtual environment and its components are visually designed in order to support the dialogue and collaborative design work.
keywords collaboration, customer, real time, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id ecaade03_433_208_froehlich
id ecaade03_433_208_froehlich
authors Fröhlich, C., Hirschberg, U., Frühwirth, M. and Wondra, W.
year 2003
title no_LAb__in_feld - Is common- ground a word or just a sound? (Lou Reed, 1989)
doi https://doi.org/10.52842/conf.ecaade.2003.433
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 433-436
summary This paper describes the concept and the current state of development of a new laboratory for digital experimentation in architectural education and research. The novel forms of collaboration and learning for which it is intended and the quick pace of innovation in digital technology on which it depends both require an appropriately flexible spatial and technological framework. And it requires a particular mindset. The no_LAb__in_feld is not just another laboratory. It is a place, a community, a high-tech construction site, a permanent work in progress. It is the prototype of a next generation design studio.
keywords Design studio education: creative collaboration; digital playground; hybridinteractive installations; augmented reality
series eCAADe
email
more http://ikg.tugraz.at/
last changed 2022/06/07 07:50

_id caadria2003_c5-1
id caadria2003_c5-1
authors Hoon, M. , Jabi, W. and Goldman, G.
year 2003
title Immersion, Interaction, and Collaboration In Architectural Design Using Gaming Engines
doi https://doi.org/10.52842/conf.caadria.2003.721
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 721-738
summary "This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?Z offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems . Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,"
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2003_c5-3
id caadria2003_c5-3
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Simulation Game
doi https://doi.org/10.52842/conf.caadria.2003.745
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 745-758
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other-in adversarial or collaborative manner-to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac20031407
id ijac20031407
authors Kalay, Yehuda E.; Jeong, Yongwook
year 2003
title A Collaborative Design Simulation Game
source International Journal of Architectural Computing vol. 1 - no. 4
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other - in adversarial or collaborative manner - to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ecaade03_037_79_lang
id ecaade03_037_79_lang
authors Lang, Silke and Hovestadt, Ludger
year 2003
title An architectural framework within a spatially immersive real-time environment for advanced communication and collaboration
doi https://doi.org/10.52842/conf.ecaade.2003.037
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 37-43
summary In this paper we present a framework for use in the blue-c, a collaborative telepresence environment. We implemented the framework on top of the blue-c API to enable new ways of designing digital 3D spaces in an immersive way. The framework will be used to support designers in creating spatial scenarios within CAVETM – like environments. It concentrates on the integration aspect of different media and data types. Architectural knowledge and information technology is combined to introduce a new approach for designing virtual environments.
keywords Virtual Reality; Tele-Immersion; Collaborative Environment; 3D Video;Human-Computer Interaction
series eCAADe
email
more http://www.caad.arch.ethz.ch
last changed 2022/06/07 07:52

_id cf2003_m_079
id cf2003_m_079
authors PETRIC, J., CONTI, G. and UCELLI, G.
year 2003
title Designing within Virtual Worlds
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 213-224
summary This paper celebrates the successful outcome of a trial of an innovative multi-platform distributed design decision support system in which the shared design environment exists within the virtual world. The outcome is the result of a sustained three-year research and development effort, within an internationally recognised research group. The project set itself a number of ambitious targets within the broad spectrum of distributed design decision support, viz: • A multi-platform environment: the trial demonstrates inter-operability of different machine platforms - from a home PC to an international standard Virtual Reality Centre. • A distributed environment: the trial demonstrates the high level of understanding amongst the design team separated by time and space. • An ability to propose, discuss and agree upon, design decision from within the virtual world. Hitherto, virtual environments were viewing galleries; designers had to leave them to effect design changes in a conventional CAD package. The trial described in the paper amply demonstrates the potential to design, collaboratively and, in distributed mode, from within the virtual world. The two ideas upon which the system (known as JCAD-VR) is built are: • That all the users present in the virtual world have to be able to share the same virtual environment in a "transparent fashion"; • The user interface, instead of the traditional menu/windows based layout, is part of the virtual world itself. Any element of the interface becomes an object belonging to the 3D world and therefore it is treated as any other object. Each element of the interface can then be moved or scaled according to the user’s needs. The entire project is based on client-server architecture where every user logs into a virtual world and starts sharing design tasks with other users. The authors propose to present a video which demonstrates the positive outcome of the trials to date. More importantly, perhaps, the authors will put the achievements of the R+D into the context of past aspirations and developments in the subject area and, most importantly of all, suggest how these modest achievements will impact on the next decade of increasingly rapid R+D.
keywords collaboration, distributed design, interface, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id caadria2003_a1-3
id caadria2003_a1-3
authors Shih, Sheng-Cheng
year 2003
title A Web-Based Agent Framework for Collaborative Design-Build Communication
doi https://doi.org/10.52842/conf.caadria.2003.055
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 55-68
summary The Internet connects the globe as a whole and at the same time pushes the competition increasing dramatically. Multidiscipline and distributed collaborative design-build in architecture, engineering and construction (A/E/C) companies can gain foster competitive advantage, improved designs, and more effective management of construction facilities. However collaboration can often fail, since it involves different professions who often hold different goals and also one-off organizations also build obstacles to collaboration. This paper presents a web-based agent framework to support communication, to facilitate shared understanding amongst the participants and to inspire teamwork. This paper proposes a multi-agent social interaction framework as the communication model of design-build projects. The conceptual framework emp hasizes process-centric learning and the creation of group agreements within design-build collaborative activities, which help facilitate conflict migration. In addition, based upon web agent technology, this communication framework providing an intelligence distribution opportunity for the for the A/C/E industry to introduce a new and innovative paradigm of collaborative design.
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2003_m_003
id cf2003_m_003
authors ZREIK, K., STOUFFS, R., TUNÇER, B., OZSARIYILDIZ, S. and BEHESHTI, Reza
year 2003
title Information Modelling for Improving Communication in Design and Construction
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 63-72
summary Globalisation and international competition force the AEC industry to change its work and collaboration practices. The traditional way of working is evolving into a more integrated process, and the traditional use of “synchronised passive” files and paperbased communication is being replaced with ICT based solutions. Currently, the AEC community is at an intermediate stage, i.e., it is shifting to “online” electronic documents. In this paper, a new concept called “eDocument” (eDoc) is introduced. The eDoc project is a cooperative effort in order to develop and implement a generic dynamically structured, multimedia, multi-channel, and multimodal information system as a means for communication in AEC projects. The major innovation in the concept is that, although it uses a repository, the focus is on the “logical and physical” specifications of the eDoc concept as a shared tele-workspace that is accessible through multiple platforms
keywords collaboration, digital design media, information modelling, visualisation
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2003_a1-2
id caadria2003_a1-2
authors Bunyavipakul, Monchai and Charoensilp, Ekasidh
year 2003
title Designing the Virtual Design Studio System for Collaborative Work on Pda Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2003.043
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 43-54
summary This research presents the collaboration in the VDS system through a microcomputer technology- a PDA (Personal Digital Assistants). Architect can collaborate anytime anyplace via VDS, a substitution to an old system that requires a specific location to work on. This research has studied and analyzed the format and the limitation of collaboration between PDA and Personal Computer, the wireless communication technology, and the Web Service technology, which enable different devices to share information through the Internet Network. The work process and the studied information have been used to develop a Web Application, a collaboration tool for a team of architect and designer. This Web Application has been tested in a renovation project, a clubhouse for a scuba diving place The objective of this research is to become a guideline of collaboration in architectural design work through Smart Object in order to serve the coming Ubiquitous era (Weiser, 1998)
series CAADRIA
email
last changed 2022/06/07 07:54

_id adae
id adae
authors Cheng, Nancy Yen-wen
year 2003
title Approaches to Design Collaboration Research
source Automation in Construction Volume 12, Issue 6, November 2003, Pages 715-723
summary This survey of architectural design collaboration identifies and categorizes strong research from the past ten years. It starts by describing how the research ranges in focus, scale and structure, then clarifies how different projects fit in a continuum from conceptual theory to pragmatic application. It explains how conceptual frameworks and standards enable interdisciplinary exchange by envisioning and structuring interaction. It then highlights specific interaction studies and compares methods for analyzing how media affects teamwork. The paper continues by explaining the promise of innovations such as tangible interfaces and interactive artwork, and concludes by identifying areas for further development.
keywords design collaboration, groupwork, computer-supported cooperative design, human-computer interaction
series journal paper
type normal paper
email
last changed 2007/12/14 19:54

_id caadria2003_b4-2
id caadria2003_b4-2
authors Choi, Jin Won and Park, Jae Wan
year 2003
title Developing a Building Design Compiler that Frequently evaluates Building Design Performance within the Design Process
doi https://doi.org/10.52842/conf.caadria.2003.553
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 553-566
summary This paper demonstrates an experience in the development of a design performance evaluation system that can frequently evaluate building design performance within the design process in a real-time manner. The evaluation system, that we call "design compiler," is composed of several modules such as a front-end component-based CAD engine, a knowledge base, and a set of design agents. The notion of the design compiler is quite similar to a compiler for computer programming such as a C compiler. While a computer programmer compiles a set of programming codes to check compiling errors during the implementation of a software system, an architectural designer can 'compile' his/her intermediate design product to evaluate design errors during the design process. The compilation can be done immediately at any level or any time during the design process in a real-time manner. We expect that this compiling process will dramatically increase design feedbacks, and thus result in a better design product. Further research issues that have been identified at the end of the research include increasing the modeling capability, extending to multi-story building representation, developing various design agents, exploring better ways to request and manage design knowledge, and supporting design collaboration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2003_m_033
id cf2003_m_033
authors DAVE, Bharat
year 2003
title Hybrid Spaces of Practice
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 181-190
summary Research projects in computational design typically view digital tools as existing independently of their physical settings. However, what we witness are hybrid spaces of practice, one in which there is an increasing fusion and overlap of physical and digital objects and environments. Instead of focusing on digital tools and information in isolation, this paper argues for the need to conceptualise and experiment with hybrid work environments through combinations of place, time, scale, resolution and other dimensions to develop hybrid spaces of practice. The paper describes experiments with a work environment that consists of multiple displays and representations to motivate and characterise hybrid spaces of physical and digital work environments.
keywords collaboration, ephemeral, tangible, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id acadia03_006
id acadia03_006
authors Dobson, Adrian and Lancaric, Peter
year 2003
title VIRTUreALITY Digital Urban Modelling as a Community Design Form
doi https://doi.org/10.52842/conf.acadia.2003.049
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 49-53
summary This paper describes a practice-led research project that investigates the application of digital modelling and communication technologies in urban and architectural design. The project is being carried out by our team with the collaboration of the architecture and planning departments at local borough council and local community participation. The main methodology for the project revolves around the evolution of an interactive three-dimensional digital urban model, which incorporates a variety of visual, graphic and numeric data. This digital model is utilised within a web site to help facilitate a participatory approach to the physical and social regeneration of an inner urban zone, in terms of both the built environment and the attempted creation of a virtual community.
series ACADIA
last changed 2022/06/07 07:55

_id ijac20031406
id ijac20031406
authors Fukuda, Tomohiro; Nagahama, Ryuichiro; Kaga, Atsuko; Sasada, Tsuyoshi
year 2003
title Collaboration Support System for City Plans or Community Designs Based on VR/CG Technology
source International Journal of Architectural Computing vol. 1 - no. 4
summary This paper reports on a collaboration support system for city plans or community designs based on virtual reality (VR) or computer graphics (CG) technology. It reports on an extension to an ongoing research programme, and in particular it introduces the developments of portable VR equipment, and an expression method using CG to enable the realistic viewing of night scenes, and application to real projects.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20031108
id ijac20031108
authors Hirschberg, Urs
year 2003
title Transparency In Information Architecture: Enabling Large Scale Creative Collaboration in Architectural Education over the Internet
source International Journal of Architectural Computing vol. 1 - no. 1
summary This paper is about networked collaboration in architectural education and about information architecture for networked collaborations. It presents results of a quantitative process analysis of two types of courses in Computer Aided Architectural Design that were taught using database-driven online environments. The main focus of the quantitative analysis is the performance of these online environments as information structures, designed to accommodate the presentation and the peer-to-peer exchange of design information for relatively large groups of between 60 and 150 participants. Using the database records to reconstruct the processes, three different quantitative analyses are described.Their results indicate that for these projects the web-environments were successful in enhancing peer-to-peer learning and that they promoted a more objective assessment of the submitted works. The study also looks at the effect that the environments themselves had on the process. Finally it draws some conclusions about these environments' information architecture: it presents tentative guidelines about how such environments must be designed to handle the dynamic display of design data, from many different authors, in a way that is transparent to the users.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id acadia03_013
id acadia03_013
authors Jabi, W., Goldman, G. and Johnson, B.
year 2003
title REQUIREMENTS FOR AN EFFECTIVE DISTRIBUTED DESIGN REVIEW
doi https://doi.org/10.52842/conf.acadia.2003.099
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 99-105
summary With the wider availability of high-bandwidth communication networks and the maturity of commercial collaboration software, schools of architecture are experimenting with computer-aided distributed design reviews. A distributed design review enables geographically-distant participants to discuss a common design project using computer-supported collaborative technologies such as videoconferencing, voice over IP, and shared applications. While potentially beneficial to students, and attractive to teachers, there are a number of challenges facing the integration of synchronous distributed design reviews into the design studio by technically inexperienced faculty without significant technical support. This paper seeks to make it easier for faculty to make routine utilization of such reviews by examining our own experiences with a number of such reviews, in a variety of contexts, distilling out a set of guidelines for future reviews.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id cf2003_m_022
id cf2003_m_022
authors JABI, Wassim
year 2003
title Reflections on Computer-Supported Cooperative Design Systems
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 169-180
summary Computer-supported cooperative work has come to signify a process by which a computer system supports the activities of geographically dispersed participants and enables them to share ideas and artefacts. This paper aims to dispel this unified approach to the definition of and in turn the design of aids to cooperative work. The paper starts by surveying the history of the field of computer-supported cooperative work and design. Then, the paper presents three tasks and their associated aids. The first system helps designers to create and discuss a hierarchical building program and share schematic drawings. The second system allows a jury to anonymously review a set of submissions. The third system allows a hierarchically organised group of participants to search, retrieve, organise and share a set of digital media assets. All systems are web-based and use the same underlying object-oriented technology. The paper provides a brief case study that describes the main features of the three pieces of software as an example of the need for a variety of approaches in the support of cooperative work and design. The paper concludes by advocating an object-oriented, domain-specific approach to creating computer-supported cooperative systems based on the analysis of the task at hand.
keywords collaboration, groupware
series CAAD Futures
email
last changed 2003/09/22 12:21

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