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 8569
authors Kurmann, D., Elte, N. and Engeli, M.
year 1997
title Real-Time Modeling with Architectural Space
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 809-819
summary Space as an architectural theme has been explored in many ways over many centuries; designing the architectural space is a major issue in both architectural education and in the design process. Based on these observations, it follows that computer tools should be available that help architects manipulate and explore space and spatial configurations directly and interactively. Therefore, we have created and extended the computer tool Sculptor. This tool enables the architect to design interactively with the computer, directly in real-time and in three dimensions. We developed the concept of 'space as an element' and integrated it into Sculptor. These combinations of solid and void elements - positive and negative volumes - enable the architect to use the computer already in an early design stage for conceptual design and spatial studies. Similar to solids modeling but much simpler, more intuitive and in real-time this allows the creation of complex spatial compositions in 3D space. Additionally, several concepts, operations and functions are defined inherently. Windows and doors for example are negative volumes that connect other voids inside positive ones. Based on buildings composed with these spaces we developed agents to calculate sound atmosphere and estimate cost, and creatures to test building for fire escape reasons etc. The paper will look at the way to design with space from both an architect's point of view and a computer scientist's. Techniques, possibilities and consequences of this direct void modeling will be explained. It will elaborate on the principle of human machine interaction brought up by our research and used in Sculptor. It will present the possibility to create VRML models directly for the web and show some of the designs done by students using the tool in our CAAD courses.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id cfad
authors Kurmann, David
year 1998
title Sculptor - How to Design Space?
doi https://doi.org/10.52842/conf.caadria.1998.317
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 317-326
summary Architects face a significant lack of computer tools that truly support them in the early, conceptual stages of design. In this paper, we take a look at the reasons for that and propose some solutions. We introduce new human-machine interaction methods that do differ from construction based approaches. We define new spatial interface paradigms as well as new objects and their behavior. Finally we present their implementation in ‘Sculptor’ - a modeling prototype to enable designing in space with space.
keywords Spatial Modeling, Human Computer Interface, Cooperative Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:52

_id 2f0b
authors Kurzweil, R.
year 2000
title The Age of Spiritual Machines: When Computers Exceed Human Intelligence
source Penguin Books, London
summary How much do we humans enjoy our current status as the most intelligent beings on earth? Enough to try to stop our own inventions from surpassing us in smarts? If so, we'd better pull the plug right now, because if Ray Kurzweil is right, we've only got until about 2020 before computers outpace the human brain in computational power. Kurzweil, artificial intelligence expert and author of The Age of Intelligent Machines, shows that technological evolution moves at an exponential pace. Further, he asserts, in a sort of swirling postulate, time speeds up as order increases, and vice versa. He calls this the "Law of Time and Chaos," and it means that although entropy is slowing the stream of time down for the universe overall, and thus vastly increasing the amount of time between major events, in the eddy of technological evolution the exact opposite is happening, and events will soon be coming faster and more furiously. This means that we'd better figure out how to deal with conscious machines as soon as possible--they'll soon not only be able to beat us at chess, they'll likely demand civil rights, and they may at last realize the very human dream of immortality. The Age of Spiritual Machines is compelling and accessible, and not necessarily best read from front to back--it's less heavily historical if you jump around (Kurzweil encourages this). Much of the content of the book lays the groundwork to justify Kurzweil's timeline, providing an engaging primer on the philosophical and technological ideas behind the study of consciousness. Instead of being a gee-whiz futurist manifesto, Spiritual Machines reads like a history of the future, without too much science fiction dystopianism. Instead, Kurzweil shows us the logical outgrowths of current trends, with all their attendant possibilities. This is the book we'll turn to when our computers
series other
last changed 2003/04/23 15:14

_id 0ed4
authors Kusama, H., Fukuda, T., Park, J.W. and Sasada, T.
year 1996
title Networked CAD System for Designer Group
doi https://doi.org/10.52842/conf.caadria.1996.153
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 153-161
summary Open Design Environment (ODE), the concept of which was proposed in 1991, is a platform on computers to support synthetic to proceed design. We have applied ODE in practical use of design, design review and presentation to make collaboration by using CG in design participants. Recent linkage between LAN and Wide Area Network, just as the Internet, gave ODE a new progress to make wide area collaboration. It leads to generate the concept of Network ODE (NODE). However, we have found some problems on system to proceed the wide area collaboration by using ODE’s Design Tools. Since they are developed on the specific computer system, they can not correspond to the wide area collaboration on various network environments. As a result, the re-arrangement of design environment and the development of Design Tools are needed, which are rather flexible and general purpose, i.e. independent of machine sort and network adaptive. In this paper, to proceed collaboration in a designer group, how to create the system of NODE is demonstrated with the new Key Technologies of network and CG.
series CAADRIA
last changed 2022/06/07 07:52

_id ab39
authors Kutay, Ali R.
year 1982
title Abstractions and Transactions : A Solution for Structuring Complex Applications
source March, 1982. [1] l, 14 p. includes bibliography
summary In database systems when large applications are supported, their representation becomes a problem. A proposed model is to use the transaction concept and structure a large application as a nested transaction. This paper proposes to take advantage of abstraction techniques to avoid problems related to nested transactions. It first reviews the transition concept and restates the shortcomings. It then briefly states the available abstraction techniques in databases. It proposes to integrate transactions with abstraction levels and provide communication between the transactions instead of nesting them. It is argued that such a solution presents a better structure for applications and possible integration with abstract data types
keywords abstraction, relational database, building
series CADline
last changed 2003/06/02 13:58

_id 8ec5
authors Kvan, Th., Gibson, I. and Ling, W.M.
year 2001
title RAPID PROTOTYPING FOR ARCHITECTURAL MODELS
source Euro RP 10th European Conference on Rapid Prototyping and Manufacturing, Paris, France, June 7-8, 2001, 9 p.
summary Rapid prototyping (RP) technology has developed as a result of the requirements of manufacturing industry. There are a number of other application areas where RP has been used to good effect and one of these is architectural modelling. However; such application areas often have different requirements from what is offered by the current technology. This paper describes work carried out by the authors to investigate potential applications for architectural modelling; as well as an attempt to explore the limits of the technology. It will go on to discuss how the technology may be developed to better serve the requirements of architects.
keywords Rapid Prototyping; Architectural Design; Learning
series other
type normal paper
email
last changed 2005/08/06 07:51

_id 5f69
authors Kvan, Th., Gibson, I. and Ming, L.W.
year 2000
title Rapid Prototyping for Architectural Models
source ECPPM2000 – Product and Process Modelling in Building and Construction, Lisbon, Portugal, Balkema Publishers, September 25-27, 2000, pp. 351-359
summary Rapid prototyping (RP) technology has developed as a result of the requirements of manufacturing industry. There are a number of other application areas where RP has been used to good effect and one of these is architectural modelling. However; such application areas often have different requirements from what is offered by the current technology. This paper describes work carried out by the authors to investigate potential applications for architectural modelling; as well as an attempt to explore the limits of the technology. It will go on to discuss how the technology may be developed to better serve the requirements of architects.
keywords Rapid Prototyping; Architectural Design
series other
email
last changed 2002/11/15 18:29

_id d347
authors Kvan, Th., Vera, A. and West, R.L.
year 1997
title Expert and Situated Actions in Collaborative Design
source Proceedings of Second International Workshop on CSCW in Design, ed. P. Siriruchatapong, Z. Lin & J.-P. Barthes. Second International Workshop on CSCW in Design, Beijing: International Academic Publishers, November, pp. 400-405
summary This paper considers one of the fundamental questions behind research and implementation into collaborative design systems for architectural design: To what extent is design situated and to what extent is it expert behaviour? Extending from this question arises implementation questions for CSCW systems for architectural design. The authors propose a cognitive model of design and tested the model experimentally. From the results of the experiments; a discussion is presented of the expert and situated facets of the design process which have been manifested.
keywords Collaboration; CSCW; Group Work; Design
series other
email
last changed 2003/01/28 12:06

_id 789d
authors Kvan, Th., West, R. and Vera, A.
year 1997
title Tools for a Virtual Design Community
source Preprints Formal Aspects of Collaborative CAD, ed. M. L. Maher, J. S. Gero & F. Sudweeks, Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, pp. 109-123
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords CSCW; Group Work; Design; Expertise; Collaboration; Novice
series other
email
last changed 2002/11/15 18:29

_id 2b9a
authors Kvan, Thomas (Ed.)
year 1996
title The Introduction of Technology [CAADRIA ‘96 Conference Proceedings]
doi https://doi.org/10.52842/conf.caadria.1996.
source Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9 / Hong Kong (Hong Kong) 25-27 April 1996, 316 p.
summary Computers have established themselves as indispensable tools in the practice of architecture; there are few practices today which do not have access to computers for some aspects of their work. Similarly, we have seen purchases of systems by almost every school of architecture in the region in the past few years. The pervasive application of the tools in practice and the ease of access to some form of computing in architectural schools poses a challenge to which architectural education has responded.
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:52

_id f9c4
authors Kvan, Thomas and Candy, Linda
year 1999
title Designing Collaborative Environments for Strategic Knowledge in Design
source 2nd International Workshop on Strategic Knowledge and Concept Formation, Iwate Prefectural University, 20-22 October 1999, pp. 85-94
summary This paper considers aspects of strategic knowledge in design and some implications for designing in collaborative environments. Two key questions underline the concerns. First; how can strategic knowledge for collaborative design be taught and second; what kind of computer-based collaborative designing might best support the learning of strategic knowledge? We argue that the support of learning of strategic knowledge in collaborative design by computer-mediated means must be based upon empirical evidence about the nature of learning and design practice in the real world. Examples of research by the authors that seeks to provide that evidence are described and an approach to computer system design and evaluation proposed.
keywords Collaborative Design; Strategic Knowledge; Empirical Studies; Computer Support
series other
email
last changed 2002/11/15 18:29

_id c97f
authors Kvan, Thomas and Candy, Linda
year 2000
title Designing Collaborative Environments for Strategic Knowledge in Design
source Knowledge-Based Systems, 13:6, November 2000, pp. 429-438
summary This paper considers aspects of strategic knowledge in design and some implications for designing in collaborative environments. Two key questions underline the concerns. First; how can strategic knowledge for collaborative design be taught and second; what kind of computer-based collaborative designing might best support the learning of strategic knowledge? We argue that the support of learning of strategic knowledge in collaborative design by computer-mediated means must be based upon empirical evidence about the nature of learning and design practice in the real world. This evidence suggests different ways of using computer-support for design learning and acquistion of strategic design knowledge. Examples of research by the authors that seeks to provide that evidence are described and an approach to computer system design and evaluation proposed.
keywords Collaborative Design; Strategic Knowledge; Empirical Studies; Computer Support
series journal paper
email
last changed 2002/11/15 18:29

_id d7b0
authors Kvan, Thomas and Kolarevic, Branko
year 2002
title Rapid prototyping and its application in architectural design
source Automation in Construction 11 (3) (2002) pp. 277-278
summary At the beginning of the 20th century, the clarion call of the Modern Movement was sounded to awaken architects to the purity and clarity of engineered and manufactured goods. In this aesthetic, the house was to be considered a manufactured item, drawing upon scientific and engineering logic for the design to be clarified and reduced to the essential. Mass production of the house would bring the best to a wide market and design would not cater to the elite. At the start of the 21st century, the goal remains, although reinterpreted, with the process inverted. No longer does factory production mean mass production of a standard item to fit all purposes, i.e., one size fits all. Instead, we now strive for mass customization, bringing the benefits of factory production to the creation of a unique component or series of similar elements differentiated through digitally controlled variation.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id 2005_449
id 2005_449
authors Kvan, Thomas and Li, Siu-Pan
year 2005
title Architectural Presentation with Laser Pointers on a Projection Screen
doi https://doi.org/10.52842/conf.ecaade.2005.449
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 449-456
summary In a conventional group meeting environment with digital content presented on screen, the discussion may be dominated by a presenter who has the control of the computer. Being widely used in meetings, laser pointer is a potential tool that can tackle this problem. This paper describes a novel use of laser pointers in architectural presentations. A laser pointing system designed for a projector- and-screen environment was developed. The performance and usability of the system were tested. A controlled user experiment was carried out to compare the laser pointer with other interacting devices, including a mouse, a stylus, a trackpoint and a TabletPC. The usability was tested by using the system in a real application. Details of the laser pointing system, the experiments and the results are reported in this paper.
keywords Laser Pointing System, Group Meeting Environment, Laser Pointer
series eCAADe
email
last changed 2022/06/07 07:52

_id e3ac
authors Kvan, Thomas
year 1994
title Reflections on Computer Mediated Architectural Design
source IEEE Transactions on Professional Communication, Vol 37 number 4, December 1994, pp. 226-230
summary The application of computer tools to mediating and promoting collaborative design efforts between mutually distant parties has become feasible. Technology is again ahead of practice and problems of assimilation have only begun to be explored. This paper postulates some requirements of environments for computer mediated collaborative design in architectural practice; drawing upon experiences of design collaboration between schools of architecture in three continents; supplementing these with enquiries into design excellence in practice
keywords CSCW; Professional Practice; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id 19b3
authors Kvan, Thomas
year 1995
title Fruitful Exchanges: Professional Implications for Computer-mediated Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 771-776
summary The paper reviews experiences in using computer tools for collaborative design projects in the light of the lessons learned from implementing CAD systems in practice.
keywords Computer-Aided Design, Professional Practice, Computer-Mediated Design
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 7e15
authors Kvan, Thomas
year 1997
title Chips, chunks and sauces
source International Journal of Design Computing, 1, 1997 (Editorial)
summary I am sure there is an art in balancing the chunks to use with your chips. Then there is the sauce that envelops them both. I like my chips chunky and not too saucy. Not that I am obsessed with food but I don't think you can consider design computing without chunks. It's the sauce I'm not sure about. The chunks of which I write are not of course those in your salsa picante but those postulated by Chase and Simon (1973) reflecting on good chess players; the chunks of knowledge with which an expert tackles a problem in their domain of expertise. The more knowledge an expert has of complex and large configurations of typical problem situations (configurations of chess pieces), the greater range of solutions the expert can bring a wider to a particular problem. Those with more chunks have more options and arrive at better solutions. In other words, good designs come from having plenty of big chunks available. There has been a wealth of research in the field of computer-supported collaborative work in the contexts of writing, office management, software design and policy bodies. It is typically divided between systems which support decision making (GDSS: group decision support systems) and those which facilitate joint work (CSCW: computer-based systems for co-operative work) (see Dennis et al. (1988) for a discussion of the distinctions and their likely convergence). Most implementations in the world of design have been on CSCW systems, few have looked at trying to make a group design decision support system (GDDSS?). Most of the work in CSCD has been grounded in the heritage of situated cognition - the assumption that collaborative design is an act that is intrinsically grounded in the context within which it is carried out, that is, the sauce in which we find ourselves swimming daily. By sauce, therefore, I am referring to anything that is not knowledge in the domain of expertise, such as modes of interaction, gestures, social behaviours.
series journal paper
email
last changed 2003/05/15 10:29

_id 210b
authors Kvan, Thomas
year 1997
title But is it Collaboration?
doi https://doi.org/10.52842/conf.ecaade.1997.x.a6r
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary Collaborative activities are an important application of computer technology now that telecommunications infrastructure has been established to support it. There are many students in schools of architecture who are undertaking collaborative projects using the Internet and many practices who work together exchanging files and interacting on shared digital models. Software vendors are developing tools to support such collaboration. But what are we doing? What is the nature of collaboration and what are the implications for tools that support this work?
keywords Collaboration
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/kvan/kvan.htm
last changed 2022/06/07 07:50

_id d28a
authors Kvan, Thomas
year 2000
title Collaborative design: what is it?
source Automation in Construction, 9:4, July 2000, pp. 409-415
summary Collaborative activities are an important application of computer technology now that telecommunications infrastructure has been established to support it. There are many students in schools of architecture who are undertaking collaborative projects using the Internet and many practices who work together exchanging files and interacting on shared digital models. Software vendors are developing tools to support such collaboration. But what are we doing? What is the nature of collaboration and what are the implications for tools that support this work?
keywords Collaboration; Pedagogy; Virtual Studio
series journal paper
email
last changed 2002/11/15 18:29

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