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

PDF papers
References

Hits 1 to 20 of 570

_id sigradi2004_428
id sigradi2004_428
authors Gustavo Llavaneras Sánchez; Gonzalo Vélez Jahn
year 2004
title Avances en comunicación digital: Hacia congresos digitales humanizados [Advances In Digital Communication: Towards Humanized Digital Conferences]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary A recently concluded experience in group communication via Internet . a virtual congress in architecture, cost-free, with almost 600 inscriptions . is described, which attained an integrated balance between the achievement of both humanistic and technological objectives sought from the planning board stage. Thus, a sense of .place. was achieved through the incorporation, in the congress website, of a simulated architectural 3D plan of the virtual site where the congress took place, interlacing with hypertext, the different activity areas within the event Also, additional socio-cultural activies were incorporated tyical congress. ones They included initial contacts through a forum specifically oriented to that purpose and iinformal reading of online newspapers and magazines; music selection and listening; graphically orientad information, student works. galleries, postcard sending and poster competition. The results attained after a month of daily sessioning could hardly be better. Aside from an undesirable and still elusive low proportion of participants.
keywords Virtual conferences, digital communication
series SIGRADI
email
last changed 2016/03/10 09:53

_id ijac20032107
id ijac20032107
authors Halin, Gilles; Hanser, Damien; Bignon, Jean-Claude
year 2004
title User Adaptive Visualization of Cooperative Architectural Design
source International Journal of Architectural Computing vol. 2 - no. 1
summary A cooperative design is a social activity inside a group. In this kind of activity, each actor plays a specific role. If each actor wants to realize the actions corresponding to his role, he needs some adaptive information about the cooperation context. The cooperation context of design project is a relational organization where each actor maintains specific relations with other people (designers, project managers, etc.) but also with documents and activities. Such a cooperation context exists in architectural cooperative design which is distinguished by a "mutual prescription" between actors. In architectural design we are in a network model of actors, instead of the hierarchical model that we can find in classical workflow tools. This organization has to be represented in the project management tool to give each user an adaptive vision of the project organization and evolution. The representation and the visualization of such a network, which characterizes each project, is the main objective of the "Relational Model of Cooperation" and the hypermedia view presented in this paper.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
doi https://doi.org/10.52842/conf.ecaade.2004.435
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2022/06/07 07:52

_id sigradi2004_081
id sigradi2004_081
authors Adriane Borda Almeida da Silva; Paula Roberta Silveira; Cristina Wildt Torrezan
year 2004
title Materiais didáticos paraoensino presencial e não presencial de perspectiva [Pedagogic Materials for Distance and Face-to-face Teaching of Perspective]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The didactic activity related to the teaching of Perspective has been revised considering the possibility offered by the computing tools. This review must evaluate the potentialities of concepts and procedures related to the traditional techniques as sources for architectural graphics expression, before suggesting its suppression. It is possible to improve the accuracy and quickness controlling the visualization parameters of three-dimensional models. On the other hand, it is necessary to explore the development of the ability to construct quick hand made perspectives (sketches). This work searches for the development of a structure to the teaching process, which emphasizes the potentiality of both ways, traditional and computerized. It explores the flexibility of teaching, from face to face to distance learning, and introduces an enlarged structure of knowledge able to support the traditional and also a computerized process of representation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id eaea2003_24-ws-joklova-kosco
id eaea2003_24-ws-joklova-kosco
authors Joklova, V., Kosco, I.
year 2004
title Virtual Communication and IT in Architectural Education and Practice
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 116-121
summary Research and innovation in the field of IT and communication facilities and technologies represents a new dimension, characteristic for the end of 20th and beginning of 21st century. Information technologies provide great opportunities in the process of architectural and urban design creation and spatial evaluation. They are very powerful tools for the architect, either in practice or still student, to express his thoughts, work, design. Information technologies also present strong means for communication in the process of generation of architectural and urban design. Main target in the educational activity of the Department of Computer Aided Architectural Design at the Faculty of Architecture is to train students in making the most efficient choices for software methods and technologies, which they use in their studio project works in architecture, landscape design, interior or industrial design. The aspects of teaching, research activity and own architectural practice creativity is in many way stressed.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id eaea2003_12-matalasov
id eaea2003_12-matalasov
authors Matalasov, M. and Matalasov, E.
year 2004
title Our Views on Actual Researches of 3D-modelling in Architecture
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 48-58
summary This contribution is devoted to the brief description of the basic directions and tendencies of researches of the laboratory of video systems MARCHI. In connection with development of hardware-software computer means and their practically absolute, not alternative application in the practice of architectural designing, nowadays (not always is proved) the sphere of application of the former traditional methods of physical modeling and their connection to the endoscopic methods has been narrowed. We consider some new probable directions of development of scientific and educational work within the framework of activity of our laboratory, allowing a more balanced approach to these problems. As we have discussed, our theoretical researches and practical works must reassume an existing non-standard and controversial situation in Russia, such as established substantial intellectual potentials in scientific- and methodological researches within study processes. In addition to that, what we can use are affordable and limited physical and financial recourses and capability for technical development of works for modeling perception in designing architectural and town planning space. These initiated searches in the field of non-standard thinking, derive from our contacts with EAEA colleagues. Below we will try briefly to explain our basic principles of work development. (To be clear, some time we dismiss references and notes into exact reports from our conferences supposing that interested colleagues may get further and detailed information from already published past events).
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 2004_105
id 2004_105
authors Petric, Jelena and Maver, Tom
year 2004
title Computer Aided Design Appraisal - A Modest Experiment
doi https://doi.org/10.52842/conf.ecaade.2004.105
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 105-111
summary The paper starts with a re-iteration of the concept of appraisal of digital prototypes during the early phases of the architectural design activity and with a summary of research and development from the early seventies to the current time; the use of appraisal by progressive practices is described in the context of the company Integrated Environmental Systems. The paper then focuses as an experiment which set out to determine how the information delivered by the computer based appraisal of virtual prototypes is ordered and used by professionals in the evaluation of design alternatives. The information provided to the professionals is detailed and their self-assessment of their management and utilsation of the data is reported, together with their critique of the experience. Conclusions are drawn and future research directions proposed.
keywords Appraisal, Evaluation, Design Alternatives, Performance, Experiment
series eCAADe
last changed 2022/06/07 08:00

_id sigradi2004_272
id sigradi2004_272
authors Rafael Zanelato Ledo; Alice T. Cybis Pereira
year 2004
title Análise do trabalho colaborativo síncrono á distância no desenvolvimento do projeto de arquitetura [Analysis of Synchronous Collaborative Work - Distance in the Development of an Architectural Project]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The development of the society imposed an increase on the program of the constructions and to supply that need there was the development of new specialties in the profession. Actually the architecture project involves a great number of professionals for its realization that demands an information capacity of coordination in an efficient and orderly way. This activity is done using collaborative systems to exchange the data of the projects with the people being in different places and in a different time. For the improvement of these collaborative enviroments and for the conception of new systems it is necessary the investigation of what happens in the collaboration among the professionals. To analyse the collaboration this research is based in six parameters: Involved agents, Tools used in communication, Received and delivery Materials, Stages of Project, Coordination and use of the Internet.
keywords Groupware, Collaborative Work, Simultaneous Project, Virtual Enviroments
series SIGRADI
email
last changed 2016/03/10 09:58

_id 309caadria2004
id 309caadria2004
authors Sato Reika, Yeo Wookhyun, Yuda Yasuyuki, Oh Sooyeon, Kaga Atsuko, Sasada Tsuyoshi
year 2004
title Dynamic Visual Reference System (Nez System) for Assisting Environmental Design
doi https://doi.org/10.52842/conf.caadria.2004.483
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 483-492
summary In a design process, it is necessary to recognize the circumference environment, analyze human activities in the environment, and consider the locations and space where the activities occur. Dynamic Visual Reference System(Nez system) is a useful reference tool for these purposes in environmental design. The system enables the direct visualization of various proposed reference multimedia data or analysis of human activity and thus the thorough comprehension of the client. The architect and the client may therefore communicate with each other at ease, which in turn facilitates the reflection and creativity of the environmental designer.
series CAADRIA
email
last changed 2022/06/07 07:57

_id avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary This paper considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id sigradi2004_120
id sigradi2004_120
authors Alfonso Corona Martínez; Libertad Vigo; Cristián Buacar; Sebastián Rubbo
year 2004
title En el taller de proyecto, dónde está la arquitectura? [In the Design Studio, Where is the Architecture? ]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study is placed on the research line of Pedagogical practice and formation of the educator, which theme is related to learning in virtual worlds. The article presents and discusses some aspects of the process of approaching subjects (teachers) to a Virtual World, at a first moment, in a level of exploration, experimentation, interaction as a user, and, at a second moment as a creator, an author of a Virtual World, AWSINOS. The present study takes part of a exploratory/experimental research of qualitative nature that looks for the creation of virtual worlds for the continued qualification online and focuses on the investigation of socio-cognitive behaviors of subjects during their organization as a group and during the activity of building and using these worlds.
keywords Virtual worlds, learning, continued qualification, avatars
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_197
id sigradi2004_197
authors Anja Pratschke
year 2004
title Pinhaldigital, estrutura mnemônica e processos multimídia nas fazendas de café: História, arquitetura e tecnologia [Pinhaldigital, Mnemonic Structure and Processes of Multimedia in Coffee Farms: History, Architecture and Technology]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article has two aims, first to discuss the use of mnemonic structures in multimedia processes with complex contents in the example of the research project and activity PinhalDigital. Moreover it intends to describe the transdisciplinar method used for the production of the application, developing didactic extracurricular and interdisciplinary activities in the areas of history, architecture and technology through the use of multimedia construction processes. PinhalDigital was born of an initiative between the University of São Paulo, the Federal University of São Carlos and the Fazenda Pinhal, as objective to structuralize and to organize the diverse layers and the multiple aspects of the rich history of the Fazenda Pinhal in São Carlos. As a mnemonic basis was chosen a painting that represents the Fazenda Pinhal in 1900 by famous painter Benedicto Calixto de Jesus, which almost realistic portrays shows diverse objects and important and identification spaces of the diverse aspects and activities carried out through this plantation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_501
id sigradi2004_501
authors Celestino Soddu
year 2004
title Argenìa, artificial dna and visionary variations
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Argenìa is a Generative System activating a process that is analogous to a genetic code and that forms the basis of artificial worlds. It is a design activity, whose aim is not only to obtain a single result. It is an executable code that is capable of producing infinite variations during its evolutionary process. This is an inspiring experience. We can reread the meta-design approach of the sixties as a concrete realization of three-dimensional models, belonging to a species.
keywords Generative, DNA, Architecture, Transformation, Variations
series SIGRADI
email
last changed 2016/03/10 09:48

_id ddss2004_d-253
id ddss2004_d-253
authors Deshpande, N., B. de Vries, and J.P. van Leeuwen
year 2004
title Collocated, Multi-Disciplinary, Collaborative Designspace
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 253-268
summary This review identifies the research findings in the area of computer mediated, collocated, multi-disciplinary collaborative design. After a general look into this and related research areas, three influencing aspects of collaborative design are reviewed. Design activities, working together, and collaborative systems that fit into various work practices. Finally, we note missing points of research in the area of collocated, multi-disciplinary, collaborative design.
keywords Collocated Multi-Disciplinary Collaborative Design (CMCD), Shared Understanding, Computer Supported Collaborative Work (CSCW), Group Activity, Design Space, Groupware
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_d-127
id ddss2004_d-127
authors Dijkstra, J., H.J.P. Timmermans, and B. de Vries
year 2004
title Data Requirements for the Amanda Model System
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-1554, p. 127-139
summary The Amanda model system uses a multi-agent approach in an attempt to simulate pedestrian dynamic destination and route choice. Data collecting efforts are needed to calibrate the model. This paper discusses these data requirements.
keywords Multi-Agent Systems, Activity Modelling, Pedestrian Behaviour
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_404
id sigradi2004_404
authors Eduardo Lyon
year 2004
title Artificial intelligence and emergence in architecture: A multi-agent based model for design processes
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The purpose of this paper is to provide an alternative approach to traditional design process formulation and elaboration. In contrast to traditional models of design process fundamentally defined by the abstract manipulation of objects, this study recognizes that the resources available for rethinking architecture are to be found in a reformulation of its theory and practice. This reformulation should be based on non-linear design processes in which dynamic emergence and invention take the place of a linear design process fixed on a particular object evolution. Design is possible to be defined in two different and commonly confused ways; one as the process of designing or design activity and the second as the product of designing. In this study, we are concerned with design as a process to emphasize the misconceptions, derived from studying design products solely. Therefore, we propose a change from a design knowledge based on objects to a one focused on design as a network of processes.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
doi https://doi.org/10.52842/conf.ecaade.2004.374
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id 2004_410
id 2004_410
authors Kvan, Thomas and Gao, Song
year 2004
title Frames, Knowledge and Media - An investigative Study of Frame Systems within Computer and Paper Supported Collaborative Design Process
doi https://doi.org/10.52842/conf.ecaade.2004.410
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 410-417
summary Can media foster better performance of problem framing? Problem framing contributes to successful design learning. Minsky classified this activity into four types of frames. In collaborative design, media as external representation assist designers to converse their ideas with others and themselves. This paper explores the effects of rich and lean media on the context of frame systems within computer supported and paper supported collaborative design environments. Through conducting laboratory experiment we find that different media indeed can influence the distribution of frames along the whole design sessions. To investigate this phenomenon some possible reasons related to theory are explored, shedding light on our future study on design education.
keywords Collaborative Design; Design Media; Design Cognition; Design Knowledge; Frame Systems
series eCAADe
email
last changed 2022/06/07 07:52

_id ascaad2004_paper15
id ascaad2004_paper15
authors Mallasi, Z.
year 2004
title Identification and Visualisation of Construction Activities’ Workspace Conflicts Utilising 4D CAD/VR Tools
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This work addresses the problem arising on all construction sites: the occurrence of workspace interference between construction activities. From a site space planning context, this problem can lead to an inevitable roadblock to the progress of the scheduled construction operations. In real situations, when the spatial congestions occur, they could reduce productivity of workers sharing the same workspace and may cause health and safety hazard issues. The aim of this paper is on presenting a computer-based method and developed tool to assist site managers in the assignment and identification of workspace conflicts. The author focuses on the concept of ‘visualising space competition’ between the construction activities. The concept is based on a unique representation of the dynamic behaviour of activity workspace in 3D space and time. An innovative computer-based tool dubbed PECASO (Patterns Execution and Critical Analysis of Site-space Organisation) has been developed. The emerging technique of 4D (3D + time) visualisation has been chosen to yield an interesting 4D space planning and visualisation tool. A multi-criteria function for measuring the severity of the workspace congestions is designed, embedding the spatial and schedule related criteria. The paper evaluates the PECASO approach in order to minimise the workspace congestions, using a real case study. The paper concludes that the PECASO approach reduces the number of competing workspaces and the conflicting volumes between occupied workspace, which in turn produces better assessment to the execution strategy for a given project schedule. The system proves to be a promising tool for 4D space planning; in that it introduces a new way of communicating the programme of work.
series ASCAAD
email
last changed 2007/04/08 19:47

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 28HOMELOGIN (you are user _anon_158053 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002