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 593

_id cf2009_051
id cf2009_051
authors Gu, Ning; Nakapan, Walaiporn; Willians, Anthony and Gul, Leman
year 2009
title Evaluating the use of 3D virtual worlds in collaborative design learning
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 51-64
summary 3D virtual worlds for collaborative design learning have been widely recognized and practised, nevertheless there is a general lack of formal evaluation with empirical evidence for the performance of virtual worlds, and their roles in developing students’ teamwork skills. In bridging these gaps, this paper provides a critical discussion of the effectiveness of virtual worlds for collaborative design learning, supported by a comprehensive analysis on the results of an inclusive questionnaire completed by architectural students. The paper provides insight into the application of virtual worlds in both technical and procedural experiences, and discusses the benefits and shortcomings of virtual worlds on design education.
keywords 3D Virtual words, collaborative design, virtual design studios and design education
series CAAD Futures
email
last changed 2009/06/08 20:53

_id caadria2009_010
id caadria2009_010
authors Nakapan, Walaiporn; Ning Gu, Leman Figen Gul, Anthony Williams
year 2009
title NU Genesis
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 257-265
doi https://doi.org/10.52842/conf.caadria.2009.257
summary This paper presents a journal of unique design ideas emerged from a virtual collaborative design studio between Rangsit University, Thailand and University of Newcastle, Australia. “NU Genesis”, a virtual island in “Second Life” is used as an experimental platform, allowing the two universities to collaborate in design and learning across the continent. The presented designs are analyzed and evaluated to highlight the new design potentials in 3D virtual worlds, such as new design context and design support, and examples of the unique design usage of these potentials in future design practices. The design experiences and outcomes of the individual and collaborative projects are also discussed.
keywords Virtual design studio, 3D virtual worlds, alternative design
series CAADRIA
email
last changed 2022/06/07 07:59

_id ascaad2009_amal_al-ali
id ascaad2009_amal_al-ali
authors Al-Ali, Amal and P. Sharma
year 2009
title Creativity and Collaboration in Architecture Education in the UAE
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 245-256
summary A review of national government literature indicates that today’s knowledge-driven economy demands a workforce equipped with complex skills and attitudes. Examples of these skills and attitudes are general problems solving, meta-cognitive skills, critical thinking and lifelong learning. Reviews of the Architecture, Engineering and Construction industry indicates a gap between architecture practice and education. The Egan report states that there is a need for a change of style, culture and process within the construction industry and it identified five driving forces, the report also recognised that the achievement of these driving forces is linked to training and education. Education must not only teach the necessary technical skills and knowledge, but also the culture of teamwork, collaborative work and creativity. The construction boom in the United Arab Emirates combined with the country’s mission to highly educate and train its nationals to be able to tackle market challenges provoked the necessity of implementing the culture of creativity and collaboration in education system. On the other hand, use of technology in education has been proven to facilitate and enhance the learning process. This paper will highlight the importance of implementing the virtual design studio as a technlogical platform in architecture education in the UAE in a way that aims to promote the culture of creativity and collaboration through the use of technology.
series ASCAAD
email
last changed 2009/06/30 08:12

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2009_057
id caadria2009_057
authors Gu, Ning; Leman Figen Gul, Anthony Williams and Walaiporn Nakapan
year 2009
title Conquering New Worlds
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 153-164
doi https://doi.org/10.52842/conf.caadria.2009.153
summary Two Architecture Schools that are geographically separated provided students with a learning experience in Collaborative Virtual Environments (CVEs). Reported in this paper is the experience of the students as well as a commentary on the quality of the outcomes they achieved whilst confronting this new learning experience. A comprehensive questionnaire was developed and used in the end of the collaboration for students to reflect and evaluate their design and collaborative experiences. Based on the questionnaire results, this paper documents the issues that the students experienced in CVEs from the communication aspect, the design support aspect, and the collaboration and teamwork aspect. The paper concludes with insights on how this initiative can inform the way that we can better support design education in CVEs.
keywords Design Education; Collaborative Virtual Environments; and Student Perception
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2009_165
id caadria2009_165
authors Lopkerd, Prittiporn; Pinto Jinuntuya
year 2009
title Interactive 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 533-542
doi https://doi.org/10.52842/conf.caadria.2009.533
summary This paper will present an innovative prototype for architectural design based on the Cryengine2 technology, which can generate virtual environments. The objective is for exploratory study and analysis method of using computer game engine that have several features for architecture design process, relate to real-time collaborative virtual environment could derive from multi-player aspects for designer team, and easily level of representation and basis for perception of owner or general user. In addition, the Cryengine2 have easily using and development for designer who is non programmer, and present realistic virtual worlds featuring user friendly interaction. Finally, this paper attempts to explore and suggests novel tools developed within to implement architectural design communication.
keywords Interactive Communication, Game Engine, CryENGINE, Visualization, Collaborative Virtual Environment
series CAADRIA
email
last changed 2022/06/07 07:59

_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 sigradi2009_846
id sigradi2009_846
authors Caixeta, Luciano Mendes; Neander Furtado Silva
year 2009
title O processo de aprendizagem e o atual uso das ferramentas digitais pelos arquitetos [The learning process and use of digital tools by architects]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper aims to verify the use of the computer for architects and students in the design of architectural project, as has been in practice the use of CAD tools in the project aided by computer. It was noted that the architects and students, mostly, use basically CAD tools for to effective project documentation than to achieve the design project. Search data confirmed what is imagined initially, that respondents have real difficulties of to work with 3D CAD tools.
keywords professional practice; tridimensional illusion; computer aided design
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id ecaade2009_151
id ecaade2009_151
authors Ehsani, Ehsan; Chase, Scott
year 2009
title Using Virtual Worlds as Collaborative Environments for Innovation and Design: Lessons Learned and Observations from Case Studies in Architectural Projects
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 523-532
doi https://doi.org/10.52842/conf.ecaade.2009.523
wos WOS:000334282200063
summary In this paper we discuss observations and lessons learned in conducting architectural design projects in virtual worlds. By integrating a community of users in virtual worlds into a collaborative architectural design process, organisations can tap the community’s creativity and intelligence through immersive technology. The paper provides an overview of the latest advances of information and communication technologies in immersive virtual environments and discusses some of the observations and lessons learned which should be taken into account in developing collaboration models for such activities. Here we propose four modes of collaboration, based on the choices for degree of openness and governance structure, which are illustrated by four case studies.
keywords Virtual worlds, open source collaboration, online communities, collaborative design, open innovation
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac20097104
id ijac20097104
authors Forte, Maurizio; Pietroni, Eva
year 2009
title 3D Collaborative Environments in Archaeology: Experiencing the Reconstruction of the Past
source International Journal of Architectural Computing vol. 7 - no. 1, 57-76
summary This paper presents the outcome of the research project: "Integrated Technologies of Robotics and Virtual Environments in Archaeology", financed by the Italian Ministry of the University and Scientific Research, FIRB (Funds for the Investments of Basic Research). The aim of the project is to experiment and realize a multi-user domain on the web aimed to a multidisciplinary scientific community: archaeologists, historians, experts in human and social sciences, communication experts. The capacity to load, share and interact with data in the same spatial virtual environment can increase the level of learning and scientific communication. The project is the result of the collaboration between CNR-ITABC of Rome, the University of California, Merced, the Department of Archaeology of the University of Pisa and Scuola S. Anna of Pisa. It focuses on three archaeological sites: the Teban tomb 14 in the necropolis of Gurna, Fayum Medinet Madi, both in Egypt, and Khor Rori, in Oman. The collaborative environment is constructed through a virtual reality system. This allows to create a virtual space where it is possible to share 3D information on the project and to host additional behaviors of the scientific community.
series journal
last changed 2009/06/23 08:07

_id acadia09_278
id acadia09_278
authors Fritz, Randolph; Hsiao, Chih-Pin; Johnson, Brian
year 2009
title Gizmo & WiiView: Tangible User Interfaces Enabling Architectural Presentations
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 278-280
doi https://doi.org/10.52842/conf.acadia.2009.278
summary Widespread use by 3D designers of simple digital modeling applications such as Google’s SketchUp may displace the use of physical models in design. However, the difficulties often faced by non-experts in the ad hoc navigation of digital models during design reviews have not been eliminated. Keyboards and mice are clumsy navigational devices and difficult to share in a collaborative setting. This work explores the combination of new, inexpensive interface hardware technologies with a popular 3D modeler in order to create a viable surrogate for physical models. Two architectural model navigation and presentation interfaces were developed, one based on an Inertial Measurement Unit (IMU) circuit board (“Gizmo”), and one that used a Wii Remote Controller (“WiiView”). Both were interfaced with the popular architectural modeling program SketchUp. Anecdotal responses and preliminary user testing results are presented.
series ACADIA
type Short paper
email
last changed 2022/06/07 07:50

_id cf2011_p108
id cf2011_p108
authors Iordanova, Ivanka; Forgues Daniel, Chiocchio François
year 2011
title Creation of an Evolutive Conceptual Know-how Framework for Integrative Building Design
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. 435-450.
summary Low productivity of the building sector today is attributed to the fragmentation of tasks, disciplines and responsibilities, as well as to the resistance to adopt integrative work processes and digital means. The increased complexity of architectural projects and the aroused social consciousness for sustainable environment calls for integrative design collaboration. Thus, there is need for a Conceptual Framework combining work processes, technological means and policy aspects. According to the literature, integrative multidisciplinary design is a strategy resulting in high performance buildings nurturing sustainable way of living (Reed et al. 2009, Krygiel & Nies 2008). Responding to the increased technological complexity of our built environment, as well as to the objective of meeting multiple criteria of quality, both necessitating multidisciplinary collaboration during design, Building Information Modeling (BIM) is seen as a powerful means for fostering quality, augmenting productivity and decreasing loss in construction. Based on recent research, we can propose that a sustainable building can be designed through an integrative design process (IDP) which is best supported by BIM. However, our ongoing research program and consultations with advanced practitioners underscore a number of limitations. For example, a large portion of the interviewed professionals and construction stakeholders do not necessarily see a link between sustainable building, integrative design process and BIM, while in our opinion, their joint use augments the power of each of these approaches taken separately. Thus, there is an urgent necessity for the definition of an IDP-BIM framework, which could guide the building industry to sustainable results and better productivity. This paper defines such a framework, whose theoretical background lays on studies in social learning (activity theory and situated action theories). These theories suggest that learning and knowledge generation occurs mainly within a social process defined as an activity. This corresponds to the context in which the IDP-BIM framework will be used, its final objective being the transformation of building design practices. The proposed IDP-BIM framework is based on previous research and developments. Thus, firstly, IDP process was well formalized in the Roadmap for the Integrated Design Process‚ (Reed et al.) which is widely used as a guideline for collaborative integrative design by innovating practices in USA and Canada. Secondly, the National Building Information Modeling Standard (NBIMS) of the USA is putting an enormous effort in creating a BIM standard, Succar (2008) recently proposed a conceptual framework for BIM, but BIM ontology is still under development (Gursel et al 2009). Thirdly, an iterative design process bound to gating reviews (inspired from software development processes) was found to be successful in the context of multidisciplinary design studios (reported in our previous papers). The feedback from this study allowed for modifications and adjustments included in the present proposal. The gating process assures the good quality of the project and its compliance to the client's requirements. The challenge of this research is to map the above mentioned approaches, processes and technologies into the design process, thus creating an integrated framework supporting and nurturing sustainable design. The IDP-BIM framework can be represented by a multidimensional matrix linked to a semantic network knowledge database: - the axes of the matrix being the project timeline, the design process actors and building stakeholders (architect, engineers, client, contractor, environmental biologist, etc.), or different aspects of building performance (environmental, functional, social, interior environment quality, cost, etc.); and - the knowledge database providing multiple layers of semantic support in terms of process, domain knowledge, technology and workflow at a given moment of the project and for a given actor or building aspect. The IDP-BIM framework is created as an evolutive digital environment for know-how and will have an established protocol for regular updates. The paper will firstly present the state of the art in IDP and BIM. Secondly, it will expose the methodology used for the definition of the Framework, followed by a description of its structure, contents and digital implementation. Then, some scenarios for the use of the Framework will be shown as validation.
keywords integrated design process, BIM, multidisciplinary design, conceptual framework
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2009_143
id sigradi2009_143
authors Levy, Adrian Jose; Rivka Oxman
year 2009
title Architects of information: Designing Architectural metaphors
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Recently, the handling of information design by architects was motivated by the progress and exploration of digital technologies. They began to experiment with the use of informational metaphors and their application in virtual environments. This paper presents these new experimentations in 3D information visualization designed by architects interested in experimentation with digital media as information environments in design. The examples presented in this paper attempt to demonstrate the design of information and aim to illustrate approaches to the representation of the structure and relationships within abstract datasets. The architectural exploitation of metaphors may constitute unique formulations of knowledge structures capable of communicating information in unique ways.
keywords architectural metaphors; information visualization; data structure; information representation; visual metaphor
series SIGRADI
email
last changed 2016/03/10 09:54

_id ijac20097205
id ijac20097205
authors Muramoto, Katsuhiko; Jemtrud, Michael; Kumar, Sonali; Balakrishnan, Bimal; Wiley, Danielle
year 2009
title A Cyber-Enabled Collaborative Design Studio
source International Journal of Architectural Computing vol. 7 - no. 2, 267-288
summary The research project investigates the use of a network-enabled platform involving a combination of technologies. As a preliminary report on a proof-of-concept design studio conducted in 2007 between Carleton University and Pennsylvania State University, the paper first describes the implementation of this network-centric collaborative design platform. The report articulates the “staging” of the conditions of possibility for a dynamic interplay between technological mediation and the reality of making, then compares the use of high bandwidth technology with customized symmetrical toolsets in the telecollaborative environment, versus commercial toolsets deployed over moderate bandwidth connections. In each setting, the collaborative environment is assessed according to issues encountered by students and design outcomes. The effectiveness of the digitally mediated collaborative studio is also gauged in terms of student reaction to the learning process via feedback surveys and questionnaires.
series journal
last changed 2009/08/11 08:39

_id caadria2009_067
id caadria2009_067
authors Nilkaew, Piyaboon
year 2009
title The Study of Building Management by using 3D Digital Modeling and Database: ABFM
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 235-243
doi https://doi.org/10.52842/conf.caadria.2009.235
summary The principal objective of building management is to control facilities planning and facilities operations and maintenance, that effective criteria in strategic planning about preventive maintenance and predictive maintenance. The key of success in managing the building and facilities is all about collecting and interpreting data on diverse facets of property use. Computer databases are the ideal vehicles in which to log, store and manipulate data; almost unlimited information can be measured and entered en masse. The strength of such information storage is its capacity for expansion and the diversity of subject; it becomes large and requires greater and greater operator familiarity with its structure in order to interrogate successfully. The ultimate solution is to computer–base the entire operation, by using the three-dimensional building modelling to control the operation. This solution will simulate building in virtual environment and the building system data (Architectural part and Engineering part) will collect in digital data type. The digital data will classification and made three-dimensional database relations. This research focus in three sections of the operation as three-dimensional database relationship, topological simulation and smart system, that applied to generate the prototype building management application “Architecture Building Facilities Management: ABFM”.
keywords Building management; facilities management; 3D database; smart system
series CAADRIA
email
last changed 2022/06/07 07:58

_id sigradi2009_881
id sigradi2009_881
authors Pina, Silvia Mikami; Ana Maria Reis de Goes Monteiro; Regina Ruschel
year 2009
title A collaborative virtual environment for architectural design promoting life quality and sustainability improvements in low income housing projects
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This work presents a learning action developed to verify in what degree could the TIDIA-Ae virtual environment support design education emphasizing remote collaboration and the manipulation/visualization of data in multiple formats. The TIDIA-Ae virtual environment is a product of the Program on Information Technology in Development of Advanced Internet sponsored by the Foundation for the Support of Research of the State of São Paulo - FAPESP. A design exercise was developed enforcing the inclusion of guidelines for community integration and security, implementation, street system and parking, public, private and open space, and landscaping considering quality of life and sustainability for low income housing projects.
keywords Collaborative Design; Social Housing; Quality of Life; Sustainability
series SIGRADI
email
last changed 2016/03/10 09:57

_id f4c5
id f4c5
authors Wang, Xiangyu; Schnabel, Marc Aurel (eds)
year 2009
title Mixed Reality In Architecture, Design, And Construction
source Springer 2009, XIV, 274 p., Hardcover ISBN: 978-1-4020-9087-5
summary Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction.

State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.

Written for: Practitioners, academics, researchers, and graduate students at universities, and industrial researchers who work with MR and digital media in design and construction

Table of contents PREFACE, by Xiangyu Wang and Marc Aurel Schnabel;

1 MIXED REALITIES: Framing Mixed Realities, by Marc Aurel Schnabel;

2 MIXED REALITY IN DESIGN COLLABORATION: Approaches to Augmenting Virtual Design Environments with Reality, by Xiangyu Wang and Rui Chen; Communication in Augmented Reality Aided Architectural Design, by Hartmut Seichter; A Technological Review to Develop an AR-Based Design Supporting System, by Jin Won Choi; Exploring Presence and Performance in Mixed Reality-Based Design Space, by Xiangyu Wang and Mi Jeong Kim;

3 MIXED REALITY IN ARCHITECTURE: Mobile Architectural Augmented Reality, by Mark Billinghurst and Anders Henrysson; Augmented Reality Visualisation Facilitating the Architectural Process, by Bruce Hunter Thomas; Simulation of an Historic Building Using a Tablet Mixed Reality System, by Atsuko Kaga; Temporal Context and Concurrent Evaluation, by Jules Moloney;

4 MIXED REALITY IN CONSTRUCTION: Key Areas and Issues for Augmented Reality Applications on Construction Sites, by Phillip S Dunston and Do Hyoung Shin; Tracking Technologies for Outdoor Mixed Reality Applications, by Amin Hammad; Augmented 3D Arrows Reach their Limits in Automotive Environments, by Marcus Tönnis and Gudrun Klinker;

5 MIXED REALITY IN EDUCATION / LEARNING: Visualising Future Cities in the ETH Value Lab, by Remo Burkhard and Gerhard Schmitt; Interplay of Domains: New Dimensions of Design Learning in Mixed Realities, by Marc Aurel Schnabel; Debating Opportunities: Learning Design through Different Structures, by Thomas Kvan;

POSTSCRIPT: Epilogue, by Marc Aurel Schnabel and Xiangyu Wang;

Author Biographies; Glossary; References; Index.

keywords architecture, design and construction, mixed reality
series book
type normal paper
email
more http://www.springerlink.com/content/978-1-4020-9087-5
last changed 2009/03/06 11:51

_id ecaade2009_019
id ecaade2009_019
authors Zupancic, Tadeja; Juvancic, Matevz
year 2009
title Virtual Space Design: A Flexible Learning Model: Respecting Fragile Places in Virtual and Physical Realities
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 137-144
doi https://doi.org/10.52842/conf.ecaade.2009.137
wos WOS:000334282200016
summary The intensive programmes offer an opportunity to introduce fast changing and developing fields into the experience of architectural students regardless of the flexibility level of curricular structures and institutional contexts. The main aim is to enhance and promote place-sensitive interventions in physical and virtual worlds. The paper concludes with a discussion of intentions, experience gained, some sobering moments as well as the learning curves of participants and organizers when it comes to design culmination of sensitive physical and virtual realities.
keywords Virtual space design, intensive programmes, learning model, sensitive places
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2009_021
id caadria2009_021
authors Ambrose, Michael A.
year 2009
title BIM and Comprehensive Design Studio Education
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 757-760
doi https://doi.org/10.52842/conf.caadria.2009.757
summary Building Information Modeling (BIM) has the potential to fundamentally alter the way composition, scale and abstraction are addressed in today’s comprehensive design studio by displacing the primacy of abstract conventions of representation with a methodology based on systems thinking and virtual simulation. BIM viewed as provocateur of design education provides great potential for the critical analysis of how architectural design is taught. The design studio project reflects new ways of teaching and addressing BIM methods and processes, and critically evaluating their effects and possibilities on architectural production.
keywords Education; design theory; design studies; animation
series CAADRIA
email
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