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 ddss9498
id ddss9498
authors Vriens, Dirk and Hendriks, Paul
year 1994
title Functionally Defining Systems: A Systems Theory Approach to Decision Support
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Research into decision making seems to suffer from two related weaknesses. The first is lack of attention for the dynamic nature of the decision process and environment. Research attempts to encompass dynamic features are sparse. The second weakness is the allegation that decision alternatives can be discerned on an a priori basis, thus facilitating the use of a choice rule to pick the 'optimal' or 'satisficing' alternative (this is the basic assumption of the prevailing rationalistic approach of decision modelling). However, the assumption of an a priori conception of alterna-tives is not realistic, since it ignores the fact that the exploration and elaboration of alternatives forms an integral part of the decision process. Although several attempts have been made to overcome these problems, a coherent theory seems to be lacking. This paper explores the possibilities of systems theory as an offset for new decision modelling. A system (in the cybernet-ic sense) is, roughly speaking, a collection of elements related in such a manner that emergent properties (i.e., properties that consist the level of the whole, not at the level of its parts) come about. There are many different approaches to systems theory and not all of these are equally useful for decision research. For our purposes, systems that have 'adaptive' properties are worthwhile because they may encompass dynamic features. Furthermore, the use of adaptive, dynamic systems leads to a solution for the problem of the 'disembodied' conception and choice of alternatives, since the choice options automatically follow from the defined system and may change because of its dynamic nature. The important question is how a system can be defined in order to capture the dynamic nature of decision making. In order to answer this question, the paper starts with a short overview of problems with traditional modelling in decision making and systems theory. Next, it will be argued that the crux of defining systems that capture dynamics is to define them 'functionally', i.e. regarding the goals that enter the decision process. An outline of a method to do this will be given. In the last part, the consequences for computerized decision support will be stated.
series DDSS
last changed 2003/08/07 16:36

_id 7e52
authors Achten, Henri
year 2001
title Normative Positions in Architectural Design - Deriving and Applying Design Methods
doi https://doi.org/10.52842/conf.ecaade.2001.263
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 263-268
summary This paper presents a recently finished course of eight weeks where CAAD skills, design methodology, and architectural theory are combined to discuss possible perspectives on the use of the computer in design, and its influence on architecture. In the course, three contemporary architects were studied; Peter Eisenman, Ben van Berkel, and Greg Lynn. Each was discussed on aspects of ontology (which are the elements of discourse), design method (design process and organization of the process), and the use of the computer (techniques and approaches). These were linked with design theory, architectural theory, and CAD-theory. The reflection on the work of the architects resulted in a number of design methods for each architect. The design methods were adapted to the available technologies in the university as well as to the scope of the exercise, since the period of eight weeks for an exercise cannot compete with design processes in practice that take many participants and much time. The students then applied the design methods to a design task: student housing and an exhibition pavilion on the campus area of the university. The task was so devised, that students could focus on either architectural or urban design level with one of the design methods. Also, the choice of architects and accompanying design methods was made in such a way that students with low, medium, and advanced computer skills could take part in the course and exercise. In a workshop held at the Czech Technical University (CVUT) in Prague, the same procedure was used in a one-week period for a different design task, but in an otherwise almost identical setting with respect to the CAAD software used. The methods and material were easily transferred to the other setting. The students were able to cope with the task and produced surprising results in the short time span available. The paper will provide an overview of the course, discuss the pedagogical implications of the work, and discuss how this particular work can be generalized to incorporate other architects and approaches.
keywords CAAD: Design Methods, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:54

_id ddss9403
id ddss9403
authors Arentze, T., Borgers, A., Dellaert, B. and Timmermans, H.
year 1994
title A Multi-Purpose Multi-Stop Model Describing Consumers' Choices of Shopping Centres
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Recently, a number of interesting extensions to traditional decompositional and discrete choice models has been introduced that allow one to combine parameters estimated in different phases ofcomplex choice processes. These extensions offer new possibilities to model combinations of choices consumers make if they select shopping centres to visit. This paper will introduce a modelling approach that describes consumer choices of shopping centres involving multiple shopping functions (multi purpose) as well as locations (multi stop). The approach extends traditional decompositional models of single choices to a model of combinations of choices. It uses a recursive scaling procedure that combines attributes related to different shopping functions and to shopping centres at different locations. The model will be tested on data collected on shopping behaviour in Maastricht, the Netherlands.
series DDSS
email
last changed 2003/08/07 16:36

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
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. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ddss9413
id ddss9413
authors Branki, Cherif
year 1994
title Communicative Acts in Cooperative Architectural Design Environments
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The purpose of this paper is to present a scheme, that can be used to support the communication process in cooperative design. Computational aids for design have largely been for a designerworking by himself/herself. These aids have also been supplemented by the widespread use of artificial intelligence approaches. However, design is so complex, and very rarely acted upon by a single designer but many more working towards the same aim. This involves a new paradigm in which designers need to cooperate with each other using a computational medium. A protocol analysis in cooperative design has been carried out and technological support has been proposed.Cooperative design becomes an important paradigm for the next generation of intelligent computer aided design systems. It will be conducted in many forms among several designers and willrequire the support of advanced communication facilities beyond the "passive" transmission of data and messages. Technological advances in communication networks have opened up new ways for cooperative design interaction across several processes of cooperation among designers, designers and computer aided design systems, computer aided design systems and knowledge based systems, and knowledge based systems themselves. In cooperative design environments, aunit of communication among designers is the transfer of a message from one designer (a sender) to another (a receiver). The aim of such communication is to provide the receiver with some information or to have the receiver take certain actions. Inspired by the speech act theory, a branch of the philosophy of language and linguistics, such a unit is called a communicative act. By analogy to architectural design, a communicative act is a performing act in designers communication.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9416
id ddss9416
authors Campbell, Noel and O'Reilly, Thomas
year 1994
title GIS: Science or Tool - The Built Environment Perspective
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper attempts to locate GIS in the context of the built environment professions, rather than in the context of computer science, recognizing the integrated but limiting approach of viewingGIS from a strictly computer / spatial science perspective. The paper reviews the conflicts and tensions appearing in the GIS debate seeing them as reflecting the differences between the perceptions and interests of software developers and those of the professions. The "spatial science versus professional tool" dilemma is therefore critically assessed. Science is identified as the dominant paradigm within which GIS development has taken place. This encompasses the emphasis on GIS as spatial science; the interest in particular forms of spatial analysis; a narrow approach to the idea of information; the debate about the appropriate emphasis on the location for GIS in undergraduate education. The interests and activities of the professions cannot be encompassed within the pre-existing science paradigm. The paper identifies the interest the professions have had in broad geographical issues (as distinct from narrow spatial issues). It recognizes the different conventions and procedures used in recording and using geographical information, not all of them objective or scientific. It views the computer, not as a "scientific engine", but as a modern medium for representing and analyzing information. This includes storage and analysis, both internally (algorithmic manipulation) and outside (qualitative manipulation, beyond formal -"computer"- logic). This approach suggests a framework for research of a nature more sympathetic to the needs of the built environment professions in particular and an agenda which would include an examination of: (i) the conventions and procedures used in the professions to collect, store and process information and how these translate to computer technology; (ii) the types of software used and the way procedures may be accommodated by combining and integrating packages; (iii) the dynamism of GIS development (terms such as "dedicated", "mainframe", "PC-based", "distributed", "pseudo-", etc. are identified as indicativeof the need for professions-based approaches to GIS development); (iv) a critique of "information" (modelling of information flows within the professions, may yield valuable insights into the (modelling of information flows within the professions , may yield valuable insights into the similarity of requirements for a variety of "workplace scenarios").
series DDSS
email
last changed 2003/08/07 16:36

_id e751
id e751
authors Clayton, M.J., Kunz, J.C., Fischer, M.A. and Teicholz, P.
year 1994
title First Drawings, Then Semantics
doi https://doi.org/10.52842/conf.acadia.1994.013
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 13-26
summary The Semantic Modeling Extension (SME) prototype implements a unique approach to integrated architectural CAD that places the drawing act first in the design process. After drawing a design idea using a computer graphic system, the designer interprets the design, providing semantic content to the graphic entities. An interpretation expresses the meaning of the design with respect to a particular issue, such as structural sufficiency, energy consumption, or requirements for egress, and provides reasoning to evaluate the design addressing that issue. A design may have many interpretations to express the multiple issues that are relevant in a design project. The designer may add or delete interpretations of the design as issues change during the course of the project. Underlying the SME prototype are the concepts of form, function and behavior. In the prototype, evaluation of a design is done by deriving behavior from the graphically represented forms and relating the behavior to stated functions or requirements. The concepts of interpretations and form, function and behavior together establish a virtual product model for design. In contrast to component based approaches to product modeling that tightly bind form representations to their behavior and function, a virtual product model allows the designer to manipulate the relations among these three descriptors of a design, and thus manipulate the semantics of the design entities. By distinguishing between the act of proposing a design by drawing the conceived form and the act of assigning meaning to the form, the virtual product model approach supports both graphic thinking for design synthesis and symbolic reasoning for design evaluation. This paper presents a scenario of the use of the SME prototype in building design; provides an analysis of the design process and computational support described in the scenario; contrasts a virtual product model approach with a component-oriented product model approach; describes the software implementation of SME; and presents implications and conclusions regarding design process and technical integration.
series ACADIA
email
last changed 2022/06/07 07:56

_id 2098
authors Goldman, Glenn and Hoon, Michael
year 1994
title Digital Design In Architecture: First Light, Then Motion, and Now Sound
doi https://doi.org/10.52842/conf.acadia.1994.027
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 27-38
summary If we restricted our idea of architecture to only the traditional and static description of visual space and form, we might not be considering significant characteristics of the places we are designing. If, however, we accepted even a limited definition, as stated by Le Corbusier, that "architecture is the masterly, correct, and magnificent play of masses brought together in light", we would at least be forced to consider the dimension of time as the ever-changing daylight modifies the way our creations are perceived. However, neither the built nor the natural environments are silent. Sound affects the way we feel about certain events and places, and in turn, places we create can modify or influence the way we hear sounds. As computers become more audio capable, we can expect changes in the ways that architects plan, design, and present their projects. Issues of both objective and nonobjective sound can become significant factors throughout the building delivery process. As the visual sophistication and acoustic expectations of society rise because of the ubiquitous power of electronic multimedia - as well as "cross-media" applications (film, video, television, and scientific visualization) it is inevitable that the architectural design and presentation processes reflect these changes.
series ACADIA
email
last changed 2022/06/07 07:51

_id 130d
authors Hoinkes, R. and Mitchell, R.
year 1994
title Playing with Time - Continuous Temporal Mapping Strategies for Interactive Environments
source 6th Canadian GIS Conference, (Ottawa Natura Resources Canada), pp. 318-329
summary The growing acceptance of GIS technology has had far- reaching effects on many fields of research. The recent developments in the area of dynamic and temporal GIS open new possibilities within the realm of historical research where temporal relationship analysis is as important as spatial relationship analysis. While topological structures have had wide use in spatial GIS and have been the subject of most temporal GIS endeavours, the different demands of many of these temporally- oriented analytic processes questions the choice of the topological direction. In the fall of 1992 the Montreal Research Group (MRG) of the Canadian Centre for Architecture mounted an exhibition dealing with the development of the built environment in 18th- century Montreal. To aid in presenting the interpretive messages of their data, the MRG worked with the Centre for Landscape Research (CLR) to incorporate the interactive capabilities of the CLR's PolyTRIM research software with the MRG's data base to produce a research tool as well as a public- access interactive display. The interactive capabilities stemming from a real- time object- oriented structure provided an excellent environment for both researchers and the public to investigate the nature of temporal changes in such aspects as landuse, ethnicity, and fortifications of the 18th century city. This paper describes the need for interactive real- time GIS in such temporal analysis projects and the underlying need for object- oriented vs. topologically structured data access strategies to support them.
series other
last changed 2003/04/23 15:14

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
doi https://doi.org/10.52842/conf.acadia.1998.016
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

_id ddss9454
id ddss9454
authors Krantz, Birgit
year 1994
title Post-Occupancy Evaluation in the Swedish Context: Some Critical Aspects
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Evaluation theory and methodology will be discussed by focusing two issues: (i) the traditional evaluation in Sweden, considered as an established research activity; (ii) the contributions of recent POE and its theoretical and methodological implications. An important and crucial question is how the outcome of the different approaches can serve design and planning practice. The Swedish experiences are concentrated to the fields of housing, quality of life and social care.
series DDSS
last changed 2003/08/07 16:36

_id ddss9456
id ddss9456
authors Kubiak, Bernard and Korowicki, Antoni
year 1994
title Identification And Analysis of the Recreational Behaviour Forms and the Needed Recreational Space Using the Integrated Spatial and Object-Oriented Gis: Concepts and Statements
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper is concerned with how to measure and investigate changes in the recreational behaviour and the required recreational space in Polish seaside recreational areas in last few years. Spatial information is an integral part of the identification and analysis of recreational behaviour and required recreational space. We postulate, therefore, that spatial information should be fully incorporated in integrated object-oriented GIS and Decision Support Technology. We argue in this paper that the existing theoretical approaches with their descriptive and technical basis do not offer directions for its application and evaluation. They do not seek to explain the processes undergone by spatial information, nor define appropriate data models. New approaches to GIS use object-oriented structures and expert systems concepts, and they will become increasingly helpful in understanding GIS. It is not unreasonable to expect that the most important issue is to use a data model or object-oriented models which closely represent the user's concept of the geographic object for representing spatial phenomena. We have discovered that most Polish users in this field are unable to collect the data they require directly. Thus they have to use methods and techniques, which cannot be found in GIS such as SWOT analysis. According to our experiences, the identification and analysis of the recreational behaviour and the required recreational space should be defined as a system approach where: (i) recreational space requires an object, (ii) state of recreational space is defined by the set of values of recreational space features, and (iii) the utility of the recreational space is defined by a set of features. The identification and analysis of the recreational behaviour in the presented approach are based on the features/utilities matrix of the recreational space and the computer map. The development of such a system needs many organizational changes. It is shown that in many applications organizational rather than the technical aspects of GIS determine their future and open the way to new spatial analytical techniques.
series DDSS
last changed 2003/08/07 16:36

_id 6b1d
authors Porada, Mikhael
year 1994
title Architectural Briefing Data Representation and Sketch Simulation Computer Environment
doi https://doi.org/10.52842/conf.ecaade.1994.055
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 55-59
summary Reflection about the architectural programme starts with the analysis of its writing, its "style" which bears not only the "griffe" of the programmer but as well the structure, methodology, codes of reading, etc. particular to a programming approach. The programme structure corresponds in most cases to the different levels in the text's format and the composition modes of representing data and their relations. The choice made can either facilitate or impede the reading as interpretation of the programme. The programmer’s aim should be to open the text to reading towards a "synthetic schematic" summary, a sort of cognitive threshold which allows the reader to understand both the client's objectives and the designer's intentions enhanced by his experience. Articulating a designer's experience means focusing on his knowhow and memory. The designer's recollected knowledge and heuristic approaches to the solution of a basic design problem - types, his readings and spatial evaluations permanently feed the knowhow. It is important for the architect to have access to past examples, to the collective memory of his workplace, and a repertoire of readings, notes, sketches, influences and citations. It is therfore equally important that a computer environment also have a multimodal "architect's memory" or "project memory" module in which different forms of representation are classified, and made accessible as memory components. It is also necessary to have the possibility to access at any moment in an interactive manner to the recomposition, addition and adaptation of these mnemonic components. The information coming from the programme, classified as descriptive, prescriptive and quantitative types of data, must be able to be interrogated in different modes of representation : text, matrices, nets, diagrams, and so on, so that the pertinent information can be extraded at any given design process stage. Analysis of competition programmes show that often the description of an activity, for example, the Great Stadium competition in Paris, is described by several pages of text, a circulation diagram with arrows and legend, a topological proximity diagram with legend and as table activity - areas . These different representations, which are supposed to be complementary and give the most pertinent view of the client needs, show in fact after analysis, many description problems, incoherance, and which result in a reading difficulty.

series eCAADe
last changed 2022/06/07 08:00

_id ddss9477
id ddss9477
authors Reuter, Wolf
year 1994
title Design As Argumentation and Power-Acting - Theory and Methods
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The process of design is seen as the generation, transformation and communication of knowledge in the brains of the professional designers and other persons and groups, who are interested in or concerned by the design output and who would or should participate in the design process. Only if it is known how these kinds of information and communication processes work, computer support is possible. Design thinking follows a microstructural scheme. A steady change of the understan-ding of the problem also changes the sight of the solution and also changes the need for knowled-ge contributing to the solution. In all stages of the design process alternatives or alternative ways of action are generated. The participants communicate about questions feasibility, the distribution of advantages and disadvantages, expected consequences, and other possibilities. They exchange positions and arguments, upon which finally they base their weighting of aspects and their personal judgement. The process of argumentation and evaluation is considered, it can be formalized and supported by formal methods. The decision about a design alternative by different people is not only based on explicit argumentation and/or formal evaluation procedures, but also on the use of power. Different means of power are stated. Some decision making procedures which control the misuse of power, are discussed.
series DDSS
last changed 2003/08/07 16:36

_id ddss9479
id ddss9479
authors Schaefer, Wim F.
year 1994
title The Management of Knowledge in Architectural Companies by Reconstruction of Problem Solving Systems
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The purpose of this paper is to present a theory for 'knowledge management' in architectural firms. This theory is based upon the premise that knowledge as well as employees (..the designer as a knowledge worker..) are regarded as means of production and that for both of these resources economic values exist during a limited period of time. Similar to the management efforts to optimize the use of labour and 'material' equipment the use of knowledge should be optimized by adequate management. The presented theory for the management of knowledge introduces a new profession in the organization of an architectural firm: the knowledge manager. And within this context a knowledge base is regarded as a tool to help to perform one of the tasks of this professional. The central part of this theory consists of a cognitive reconstruction of problem solving systems. This reconstruction provides a layout for a knowledge base as well as a 'road map' to guide the discussions on 'what knowledge is used', 'who learned what' and 'to whom must experience be transferred'. Employees as the most 'cognitive actors' in problem-solving in design processes can be traced. The management can decide on wether to emphasise the concentration of knowledge by these persons or to emphasize the transfer of their knowledge to others. The use and meaning of knowledge bases for each of these management approaches are completely different.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9486
id ddss9486
authors Smeltzer, Geert
year 1994
title The Application of Virtual Reality Systems in Architectural Design Processes
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper describes the application of virtual reality systems in architectural design processes. It is based upon research on virtual reality technology to develop a more natural interface between men and design systems. It is also based upon the development of an integrated laboratory set-up for an immersive and a desk-top virtual reality system. This set-up should offer possibilities to manipulate 3D design models and to simulate the lighting situation in real time. Finally it is based upon an application of virtual reality technology for a design presentation. The research problem was determined by the question in which way the design process changes under the influence of technology. Other research questions, autonomous as possible, were how natural an interface can be using sensors, how a design model can be using real world features and how a representation can be as realistic as possible, using lighting simulations. The development problem was determined by the fact that the laboratory set-up had to be developed in co-operation with a hardware and a software vendor. This led to the development of two set-ups: one immersive virtual reality system and one desk top system. Another problem for the development of the set-up was that the project had to result in the presentation and demonstration of virtual reality technol-ogy that was not yet generally available to a larger group of organisations or enterprises. The first case study involved the development of a virtual reality presentation of a housing project in the Netherlands. The presentation was meant for people who were interested in the houses and was announced as a virtual open house. A potential buyer could walk through the model and move furniture around. The problem addressed concerned the relationship between the level of detail of the model, the speed of representation and the ease of interface system's. The second case study concerned the use of a virtual reality interface, model and representation for the evaluation of visibility and safety aspects of another housing project. At first this application was meant for the designers and their client. Based upon their evaluation of the design, several design improvements were made. Afterwards, this application was used for internal demonstrations. The application for the evaluation and the demonstrations were developed for an immersive virtual reality system and for a desk top system. The problem addressed was first of all a design problem and secondly a technical problem. This technical problem was related to the difference between the two virtual reality systems in terms of consequences for those applications. In the near future the research project, called the Asterisk project, will also examine and develop the possibilities of the simultaneous use of the system by more than one user, possibly on different locations. This means a development from single user single site to a multi user, a multiple site virtual reality systems. This project will also evaluate the feasibility of the application of virtual reality technology during an architectural design process. This research project will be followed by the development of a prototype of a virtual architecture system demonstrations of this system and an introduction to the market.
series DDSS
email
last changed 2003/08/07 16:36

_id cbed
authors Yakubu, G.S.
year 1994
title Maximising the Benefits of CAD Systems in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.u8n
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 228
summary The positive impact of Computer Aided Design (CAD) in professional architectural practice has been in focus in recent times but relatively little has been written on its significance in the education of the contemporary architect. It is common knowledge that the profession of architecture is currently undergoing enormous strains as it battles to keep abreast of trends and developments in a period of series of rapid advancement in science, technology and management (RIBA, 1992). Whilst attempts are being made to redress the shortcomings of the profession in the above context, the requirements for architectural education are yet to forge a coherent strategy for the implementation of CAD/IT in the curriculum of schools of architecture. In almost every other field, including engineering, medicine and the humanities, computing application to problem-solving and decision-making is seen as a way forward as we move into 21st century. Architectural education must integrate CAD/IT into the teaching of core modules that give the architect distinctive competence: studio design. That is one of the best ways of doing justice to the education of the architect of today and the future. Some approaches to the teaching of CAD in schools of architecture have been touched upon in the recent past. Building upon this background as well as an understanding of the nature of design teaching/learning, this paper examines ways of maximising the benefits of CAD systems in architectural education and of bringing computer aided designing into the studio not only to enhance design thinking and creativity but also to support interactive processes. In order to maximise or optimise any function, one approach is to use the hard systems methodology which utilises analytic, analogic and iconic models to show the effect of those factors which are significant for the purposes being considered. The other approach is to use the soft systems methodology in which the analysis encompasses the concept of a human activity system as a means of improving a situation. The use of soft systems methodology is considered more appropriate for dealing with the problem of design which is characterised by a flux of interacting events and ideas that unroll through time. The paper concludes that the main impediment to maximising the benefits of CAD systems in architectural education is not only the inappropriate definition of the objectives for the implementation of CAD education but also that the control subsystems are usually ill-structured and relatively poorly defined. Schools must attempt to define a coherent and consistent policy on the use of CAD systems as an integral part of studio design and evolve an in-house strategic and operational controls that enable the set objectives to be met. Furthermore, it is necessary to support the high level of productivity from CAD systems with a more efficient management system, especially in dealing with communication, data sharing via relational database, co-ordination and integration. Finally, the use of soft systems methodology is recommended as the way forward to optimising CAD systems in design education as it would provide continuous improvements while maintaining their productive value.

series eCAADe
last changed 2022/06/07 07:50

_id sigradi2006_p043d
id sigradi2006_p043d
authors dos Santos Cabral Filho, José and Baltazar do Santos, Ana Paula
year 2006
title Tenda Digital/Digital TENT (Technological Environment for Negotiated Topology) e suas possíveis implicações em contextos sociais [Digital TENT (Technological Environment for Negotiated Topology)]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 346-349
summary This article approaches the social use of digital immersive environments in two different realms. One aiming at the digital training of self-builders involved in participatory design of affordable housing and the other dealing with experimental connection of lowincome communities (favelas) placed at different geographic locations. It first describes the specific digital immersive environment called Digital TENT, developed at IBPA/LAGEAR, which aims to investigate the production of space by means of bodily engagement with images within the perspective of the experience rather than that of the spectacle. Subsequently, it discusses the conceptual basis of the TENT (Technological Environment for Negotiated Topology) as opposed to the CAVE (Cave Automatic Virtual Environment), This discussion is deepened into a critique of the visual representation of space opposed to the possibility of dynamic creation of environments that only happen in present time with peoples' interaction, Such a critique, associated with two social experiences carried out by IBPA/ LAGEAR, leads to the conclusion that the Digital TENT is effective for both supporting visualization processes and spatial negotiation in participatory design, and also as a place for enhancing the very experience.
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2023_236
id ecaade2023_236
authors Drechsel, Matti, Förster, Nick, Berger, Dominik, Schubert, Gerhard and Petzold, Frank
year 2023
title Mobilizing Publics - Reconsidering digital design as a catalyst in co-creation processes
doi https://doi.org/10.52842/conf.ecaade.2023.1.671
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 671–680
summary Digital design has developed methods to address complex urban planning issues like the transformation of mobility using analytical tools and urban data. Simultaneously, such wicked problems require negotiation among involved stakeholders and situated knowledge. Even though contemporary City Digital Twin and urban data initiatives acknowledge this sociotechnical aspect (1&2), linking data analysis and participatory negotiations remains unresolved. In this paper, we bridge this gap by reconsidering digital design as a hybrid practice mediating between quantitative and qualitative approaches, between different stakeholders’ perspectives, and urban strategies (3). We explore this approach in the EU-funded New-European-Bauhaus initiative project “NEBourhoods”. Our action within this project addresses the mobility transformation of a car-centered late modernist housing estate in Munich. This initiative involves a digitally supported co-creation process, including a participatory platform, workshops, and two physical demonstrators for multifunctional mobility stations. Building upon earlier research in the context of design-decision support, collaborative design, and gamification, we discuss how these elements can be articulated as a hybrid strategy, mediating between heterogeneous aspects of urban mobility and different stakeholders’ perspectives. Firstly, we introduce spatial data analysis tools in participatory workshops with local experts and multipliers. Hence, the participants contextualize geospatial data and augment analytical data with situated knowledge. Successively we define possible locations and functions for the prototypical demonstrators. Consecutively we delve into these selected areas: Using a gamified mobile phone app, we gather information on local mobility practices and facilitate a co-creation process on the configuration of the demonstrators. Finally, the participatory app allows discussing and monitoring the implemented demonstrators and thus fosters a broader discussion on mobility transformation. In conclusion, we discuss how digital design assembles and mediates this strategy for mobility transformation. Thus, we focus on how digital tools gather and re-configure relevant perspectives, interactions, and elements in this hybrid co-creation process.
keywords Participation, Mobility, Urban Data, Gamification, Collaboration, Mobility, Design-Decision Support
series eCAADe
email
last changed 2023/12/10 10:49

_id ddss9214
id ddss9214
authors Friedman, A.
year 1993
title A decision-making process for choice of a flexible internal partition option in multi-unit housing using decision theory techniques
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary Recent demographic changes have increased the heterogeneity of user groups in the North American housing market. Smaller households (e.g. elderly, single parent) have non-traditional spatial requirements that cannot be accommodated within the conventional house layout. This has created renewed interest in Demountable/Flexible internal partition systems. However, the process by which designers decide which project or user groups are most suited for the use of these systems is quite often complex, non-linear, uncertain and dynamic, since the decisions involve natural processes and human values that are apparently random. The anonymity of users when mass housing projects are conceptualized, and the uncertainty as to the alternative to be selected by the user, given his/her constantly changing needs, are some contributing factors to this effect. Decision Theory techniques, not commonly used by architects, can facilitate the decision-making process through a systematic evaluation of alternatives by means of quantitative methods in order to reduce uncertainty in probabilistic events or in cases when data is insufficient. The author used Decision Theory in the selection of flexible partition systems. The study involved a multi-unit, privately initiated housing project in Montreal, Canada, where real site conditions and costs were used. In this paper, the author outlines the fundamentals of Decision Theory and demonstrates the use of Expected Monetary Value and Weighted Objective Analysis methods and their outcomes in the design of a Montreal housing project. The study showed that Decision Theory can be used as an effective tool in housing design once the designer knows how to collect basic data.
series DDSS
last changed 2003/08/07 16:36

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