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 ijac20075303
id ijac20075303
authors Hernandez, Luis A.; Taibo, Javier; Blanco, David; Iglesias, Jose A.; Seoane, Antonio; Jaspe, Alberto; Lopez, Rocio
year 2007
title Physically Walking in Digital Spaces - A Virtual Reality Installation for Exploration of Historical Heritage
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 487-506
summary Immersive Virtual Reality Systems have been extensively used during recent years for the exploration of architectonic spaces. This paper describes how the use of transitable immersive virtual reality systems, that is, those that allow the user to physically walk while exploring the virtual world, can greatly empower the experience of perception of space in architecture. The text describes a particular example of one installation of this kind that was developed by the authors and how it was implemented for the interactive experience of the virtual reconstruction of a housing unit on a pre-roman settlement. This installation is open to the public as part of a permanent exhibition and constitutes the final output of the research at this time.
series journal
last changed 2007/11/20 17:06

_id ijac20075306
id ijac20075306
authors Tramontano, Marcelo; Requena, Guto
year 2007
title Living ways: design processes of a hybrid spatiality
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 535-549
summary This paper presents some architectural housing projects designed by architects in different parts of the world, considering concepts originated from the virtuality domain. Some designers propose the beginning of an interaction between the user and its dwelling that attempts to overcome the functionalist slant of so-called residential automation. After examining different approaches and proposals, ten points are presented as items for an agenda of debates. The brief and introductory analysis proposed hereby is part of undergoing studies at the Nomads. usp Center for Interactive-Living Studies (, of the University of Sao Paulo, Brazil.
series journal
last changed 2007/11/20 17:06

_id ijac20075307
id ijac20075307
authors Bessone, Miriam; Miro, Ricardo Perez
year 2007
title Music and Architecture: Bonds, Interrelations, Transductions
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 551-569
summary Digital technology and knowledge integration between musicians and architects enable us to explore and redefine links between music and architecture. This paper describes the experience and results of the creative processes undertaken by music and architecture students and academics to achieve a hyper-medial composition. The processes embrace the simultaneous construction from music to visual form and vice-versa. This exploration is originated from electro-acoustic music works, written ad-hoc, and based on specific assignments especially designed and framed within two types of situations and links with digital technologies: independent actions and interrelated actions. The intention of this work is to obtain constants and/or variables capable of allowing a certain type of graphic conventionalization that will make possible the mathematic representation previously necessary to create specific software tools.
series journal
last changed 2007/11/20 17:06

_id ijac20075305
id ijac20075305
authors Cabral, Claudia Pianta Costa
year 2007
title ZOOM-IN, ZOOM-OUT: Architectural scale and digital technology
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 523-534
summary This paper aims at contributing to the study of the relationship between technology, knowledge and representation. It is based on previous studies on architecture, art and technology in modernity and its development, as well as on studies about scale in architectural design. In despite of the fact that scale can be technically considered indifferent for computer-aided design, I intend to discuss how digital tools intercede in the process of clipping that selecting a specific scale eventually implies sustaining that, for architectural design, the concept of scale has to do both with representation and with knowledge of reality.
series journal
last changed 2007/11/20 17:06

_id ijac20075301
id ijac20075301
authors de Velasco, Guillermo Vasquez
year 2007
title A Group of Friends: The Las Americas Network, Virtual Studios, and Distance Education in Architecture
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 455-468
summary This paper celebrates the human factor by describing how our collective vocation towards innovation in design education has inspired the development of an active network across the Americas. Ten years after its creation, the Las Americas Digital Research Network has generated a stream of innovative implementations. This is the first time that the main stream of these research activities is articulated into a peer-reviewed journal publication. The narrative of the paper follows a time-line that starts with the creation of the Las Americas Digital Research Network in 1996. Supported by such a framework the paper continues to describe the implementation of virtual design studios as collaborations nested at the core of the network. Finally, the paper explains how the virtual design studios provide fundamental feasibility for the development of network-mediated distance education curricula in architecture and the opening of a new dimension in the development and deployment of collaborative networks.
series journal
last changed 2007/11/20 17:06

_id ijac20075304
id ijac20075304
authors Geva, Anat; Mukherji, Anuradha
year 2007
title A Study of Light/Darkness in Sacred Settings: Digital Simulations
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 507-521
summary Studying light/darkness and sacred architecture reveals that the "holy" light dramatizes the spiritual state and affects the mood of the user in the sacred space. Furthermore, it shows that faith dictates the treatment of light/darkness in the sacred setting as means to enhance the spiritual experience. These two premises were investigated by conducting digital daylight simulations on the Brihadeshvara Hindu Temple (1010 AD) of Tanjore, Tamilnadu, India. This sacred monument, listed as one of UNESCO's World Heritage Sites, is an intriguing case study since the treatment of the 'holy light' in the temple is actually the treatment of the 'holy darkness'. The simulated values were compared to the Illuminating Engineering Society (IES) standards. The results demonstrate that digitized simulations can illustrate the significance of light/darkness in sacred settings as a spiritual experience. Moreover, this quantitative investigation can augment the qualitative studies in the field of historic sacred architecture. The work presented here unites and extends some previously published work.
series journal
last changed 2007/11/20 17:06

_id ijac20075401
id ijac20075401
authors Koutamanis, Alexander
year 2007
title Fuzzy Modelling for Early Architectural Design
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 589-610
summary Fuzzy modelling is simultaneously an extension of existing modelling approaches and a negation of one of their main aspects, the crispness of their definition. As a digital equivalent of analogue sketching it allows designers to register and manipulate imprecise and uncertain information. In the framework of design representations fuzzy modelling supports the development of conceptual design models characterized by flexible definition and interaction. The main advantages of such models are fluency, abstraction and continuity, at a level similar to that of analogue techniques. In addition to that they offer the possibility of local autonomy, i.e. segmentation of a representation into self-regulating and cooperating components. Three alternative forms of fuzzy modelling are proposed: (1) Canonical objects with tolerances, (2) objects described by minimal and maximal values, and (3) point sets comprising discrete, autonomous particles that describe the object by their spatial or structural relationships.
series journal
last changed 2008/02/25 19:30

_id ijac20075302
id ijac20075302
authors Neumann, Oliver; Schmidt, Daniel
year 2007
title Innovative CNC Timber Framing - Technology and Cultural Expression
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 469-486
summary he design-build project for the outdoor theater roof structure at the UBC Malcolm Knapp Research Forest at Maple Ridge, British Columbia, explores technical, spatial, and cultural aspects of CNC wood fabrication. References for the project are technological innovation and formal expression of contemporary wood structures. The roof project illustrates how spatial concepts are informed by the logic of fabrication and methods of assembly. A reciprocal relationship between technology, space, and locale suggests that the introduction of new technology coincides with new spatial concepts. Innovative design in this project is defined as work that resonates at the intersection of the fields of technology, material science, manufacturing processes, and techniques of assembly that constitute the expanded context that projects need to engage. It is through collaborative design research on CNC wood fabrication technologies that common design and building practice is put into question, and boundaries are explored and expanded.
series journal
last changed 2007/11/20 17:06

_id ijac20075405
id ijac20075405
authors Oxman, Neri
year 2007
title Get Real Towards Performance-Driven Computational Geometry
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 663-684
summary In historic design conventions geometry has traditionally promoted descriptive manifestations of form. Beyond the realm of geometry, the concept of performance which may inform such manifestations also carries important potential for design generation. This work explores the relation between geometry and performance from a computational-geometry perspective. It does so by revisiting certain analytical tools offered in most of today's 3-D modelers which support the evaluation of any generated surface geometry specifically curvature and draft angle analysis. It is demonstrated that these tools can be reconstructed with added functionality assigning 3-D geometrical features informed by structural and environmental performance respectively. In the examples illustrated surface thickness (as a function of structural performance) is assigned to curvature values, and transparency (as a function of light performance) is assigned to light analysis values. In a broader scope this work promotes a methodology of performance-informed form generation by means of computational geometry. Vector and tensor math was exploited to reconstruct existing analytical tools adapted to function as design generators.
series journal
last changed 2008/02/25 19:30

_id ijac20075102
id ijac20075102
authors Oxman, Neri; Rosenberg, Jesse Louis
year 2007
title Material-based Design Computation: An Inquiry into Digital Simulation of Physical Material Properties as Design Generators
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 26-44
summary The paper demonstrates the association between geometry and material behavior, specifically the elastic properties of resin impregnated latex membranes, by means of homogenizing protocols which translate physical properties into geometrical functions. Resin-impregnation patterns are applied to 2-D pre-stretched form-active tension systems to induce 3-D curvature upon release. This method enables form-finding based on material properties, organization and behavior. Some theoretical foundations for material-computation are outlined. A digital tool developed in the Processing (JAVA coded) environment demonstrates the simulation of material behavior and its prediction under specific environmental conditions. Finally, conclusions are drawn from the physical and digital explorations which redefine generative material-based design computation, supporting a synergetic approach to design integrating form, structure, material and environment.
series journal
last changed 2007/06/14 10:11

_id 1e89
id 1e89
authors Paulini, Mercedes; Schnabel, Marc Aurel
year 2007
title Surfing the city: An architecture for context-aware urban exploration
source Proceedings of the 5th International Conference on Advances in Mobile Computing and Multimedia, Jakata, Indonesia, December 3-5, ISBN978-3-85403-230-4, pp. 31-40
summary Web surfing, the act of following links of interest with no pre-defined search goal, is a paradigm that can be translated to the physical realm of urban exploration. With mobile computing technology and its supporting infrastructure becoming ever more ubiquitous, a user's digital device can be transformed into a portal that connects their physical environment with the virtual, providing instant access to a plethora of information that can influence and guide their interactions with the city. This paper describes the technical aspects of a context-aware system for urban exploration based on the paradigm of web surfing. An implementation is presented that demonstrates a browsing style of interaction with an urban environment through context-based navigational prompts.
keywords mobile computing; context-aware; urban interaction
series other
type normal paper
last changed 2007/12/17 04:17

_id ijac20075308
id ijac20075308
authors Ruiz-Tagle V, Javier
year 2007
title Modeling and Simulating the City: Deciphering the Code of a Game of Strategy
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 571-586
summary This research includes a new teaching proposal for architecture and geography, based on Systems Theory and Dynamics Systems, aimed at improving the understanding of the complex structure and dynamics of the city. SimCity, a game of strategy that allows us to design and to plan the city, is used as the software, with the aim of conducting didactic experiments, and integrating the complex relations that configure the city. The methodology incorporated theoretical and experimental stages, and concluded with a simulation exercise. The exercise had a very good reception, as a method for learning and research, creating a great aptitude for generating good research questions, by making many variables visible simultaneously. The research has developed, and participants have, subsequently, been exposed to the second version of the course, where new concepts are being integrated (emergence and cellular automata) to deepen the theoretical base, and to allow further analysis and experimentation with the game.
series journal
last changed 2007/11/20 17:06

_id caadria2007_289
id caadria2007_289
authors Sawasratanathon, Putthinun; Pinyo Jinuntuya
year 2007
title Collaborative Cooling Load Analysis Software for Public Participation on Energy Conservation
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This article is part of a research on developing cooling load analysis software for energy conservation. This research focuses on developing the system of Collaborative Design and Public Participation System which allows property owners, architects, engineers as well as others outside the field, to contribute to design process based on the concept of energy conservation within the collaborative virtual environment. The combination of the two ideas between collaborative virtual environment and Analysis Engine of cooling load calculation changes the traditional working processes in which architects and engineers work separately. From the traditional process where both architects and engineer redevelop the whole project from the beginning when redesigning is in need, this new collaborative process requires less time and energy from both parties due to the simultaneous participation of architects, engineers as well as other contributors. In this research, Microsoft© Direct3D® - API based Virtools® is used to develop Real-Time Simulation and its internal script in the calculation process. Through the implementation process, the study aims to develop the 3 components of 1) urban area database illustrating simulating maps for users 2) Graphic User Interface (GUI) connected to other software modules for further expansion and 3) Virtual Network Environment allowing multiple users to log in and use the programme at the same period of time.
series CAADRIA
type normal paper
last changed 2007/06/17 13:09

_id ecaade2007_197
id ecaade2007_197
authors Schoch, Odilo
year 2007
title Challenges of Media Integrated Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 575-580
summary This paper presents an approach towards a categorization of existing multidimensional graphical output devices within the built environment as framework for future studies. As the near future will witness that every single part of a building be get digitally connected, the buildings themselves can be novel media for communication. The novel kind of spatial typology is seen as the main quality of this architectural element. This is because the architectural element is going beyond pure graphical content. Buildings and cities are about to become gigantic ‘displays’ without frames. Architects should be able to deal with this novel ‘material’. The discipline of CAAD can fill gaps as CAAD is merging technical and conceptual knowledge from traditional architecture and contemporary media technology.
keywords Media architecture, pervasive computing, design education
series eCAADe
last changed 2007/09/16 15:55

_id sigradi2008_180
id sigradi2008_180
authors Vincent, Charles
year 2008
title Gulliver in the land of Generative Design
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The current trend in architectural design towards architectural computing has been treated both from a philosophical standing point and as an operational systems’ problem, in a quest for explications which could at last break ground for a more broad development and adoption of design tools. As Kostas Terzidis (2007) puts it, the intuitiveness that architects have put on so high a pedestal seems to be the central issue to be dealt with by both views. There seems to be no apparent shortcut toward the reconciliation between traditional practice and new media and most certainly it is not only a problem of interface design, but one of design method clarification and reinterpretation of those methods into computing systems. Furthermore, there’s no doubt left as to whether computing systems can generate such new patterns as to impact our own understanding of architecture. But even if computer algorithms can make possible the exploration of abstract alternatives to an abstract initial idea, as in Mathematica and Processing, the issue of relating abstract and geometric representations of human centered architecture lays in the hands of architects, programmers or, better yet, architect-programmers. What seems now to be the relevant change is that architectural design might escape from the traditional sequence embedded in the need – program – design iterations – solution timeline, substituted by a web of interactions among differing experimental paths, in which even the identification of needs is to be informed by computing. It is interesting to note that the computational approach to architectural design has been praised for the formal fluidity of bubbles and Bezier shapes it entails and for the overcoming of functionalist and serialization typical of modern architecture. That approach betrays a high degree of canonic fascination with the tools of the trade and very little connection to the day to day chores of building design. On the other hand, shall our new tools and toys open up new ways of thinking and designing our built landscape? What educational issues surface if we are to foster wider use of the existing technologies and simultaneously address the need to overtake mass construction? Is mass customization the answer for the dead end modern architecture has led us to? Can we let go the humanist approach begun in Renascence and culminated in Modernism or shall we review that approach in view of algorithmic architecture? Let us step back in time to 1726 when Swift’s ‘Travels into Several Remote Nations of the World by Lemuel Gulliver’ was first published. In Swift’s fierce critic of what seemed to him the most outrageous ideas, he conceived a strange machine devised to automatically write books and poetry, in much the same generative fashion that now, three centuries later, we begin to cherish. “Every one knew how laborious the usual method is of attaining to arts and sciences; whereas by his contrivance, the most ignorant person at a reasonable charge, and with a little bodily labour, may write books in philosophy, poetry, politicks, law, mathematics and theology, without the least assistance from genius or study. He then led me to the frame, about the sides whereof all his pupils stood in ranks. It was twenty foot square, placed in the middle of the room. The superficies was composed of several bits of wood, about the bigness of a dye, but some larger than others. They were all linked together by slender wires. These bits of wood were covered on every square with paper pasted on them; and, on these papers were written all the words of their language in their several moods, tenses, and declensions, but without any order. The professor then desired me to observe, for he was going to set his engine at work. The pupils at his command took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of words was entirely changed. He then commanded six and thirty of the lads to read the several lines softly as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys who were scribes. This work was repeated three or four times, and at every turn the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down.” (Jonathan Swift, Gulliver’s Travels, A Voyage to Balnibarbi) What astonishing forecast did Swift show in that narrative that, in spite of the underlying incredulity and irony, still clarifies our surprise when faced to what might seem to some of us just an abandonment of all that architects and designers have cherished: creativeness and inventiveness. Yet, we could argue that such a radical shift in paradigm occurred once when master builders left the construction ground and took seat at drafting boards. The whole body of design and construction knowledge was split into what now seem to us just specialties undertaken by more and more isolated professionals. That shift entailed new forms of representation and prediction which now each and all architects take for granted. Also, Cartesian space representation turned out to be the main instrument for professional practice, even if one can argue that it is not more than the unfolding of stone carving techniques that master builders and guilds were so fond of. Enter computing and all its unfolding, i.e. DNA coding, fractal geometry, generative computing, nonlinear dynamics, pattern generation and cellular automata, as a whole new chapter in science, and compare that to conical perspective, descriptive and analytical geometry and calculus, and an image begins to form, delineating a separation between architect and digital designer. In previous works, we have tried approaching the issues regarding architects education in a more consensual way. But it seems now that the whole curricular corpus might be changed as well. The very foundations upon which we prepare future professionals shall change, not only in College, but in High School as well. In this paper, we delve further into the disconnect between current curricula and digital design practices and suggest new disciplinary grounds for a new architectural education.
keywords Educational paradigm; Design teaching; Design methods;
series SIGRADI
last changed 2016/03/10 09:02

_id ascaad2007_058
id ascaad2007_058
authors Abdelhameed, W. and Y. Kobayashi
year 2007
title Developing a New Approach of Computer Use ‘KISS Modeling’ for Design-Ideas Alternatives of Form Massing: A framework for three-Dimensional Shape Recognition in Initial Design Phases
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 745-756
summary This research aims at developing a new approach called ‘KISS Modeling’. KISS is generally a rule of ‘Keep It Simple, Stupid’ that will be applied in modeling process investigated and presented by the research. The new approach is implemented in a computer program ‘KISS Modeling’ that generates three dimensional forms based on simplifying the concept of shape recognition in design. The research, however, does not employ totally concepts of shape recognition or shape understanding in Artificial Intelligence and psychology. The research, in summary, investigates and describes: 1) a new approach of computer use contributing to generating design-ideas alternatives of form massing in initial design phases, within a simple way that any designer can understand at single glance, 2) implementation of shape recognition for generative three dimensional forms, 3) function to generate different outputs from different recognition, and 4) case studies introduced through applications and functions of the three dimensional modeling system presented by the research. The research concluded that the introduced processes help the user improve the management of conceptual designing through facilitating a discourse of his/her modeling of design-ideas massing.
series ASCAAD
last changed 2008/01/21 21:00

_id bsct_ahmeti
id bsct_ahmeti
authors Ahmeti, Flamur
year 2007
title Efficiency of Lightweight Structural Forms: The Case of Treelike Structures - A comparative Structural Analysis
source Vienna University of Technology; Building Science & Technology
summary This work addresses the structural efficiency of lightweight tree-like structures for three case studies: Stuttgart Airport, Beaverton Library, and Thermal Bad Oeyenhausen. The case studies are simulated using Build simulation software, to determine the stresses induced in each structure. The material efficiency and shapes areexplored in terms of load bearing structures. Hybrids of the above structures are formed to compare the pattern morphology used by various types of tree-like structure and assess the structural behavior. In addition, (steel, wood and concrete) materials are compared to determine which would have better structural performance. In order to show the resemblance between the growing trees and the tree-like structures, an example of both cases is simulated and stresses evaluated. Results show that, in general, the minimum stress and deformations are obtained for steel. Structures made out of this material also exhibit higher load bearing capability, optimum stability factors and the best geometric efficiency, inspite of higher specific weight (10 times wood, and 3 times concrete).
series thesis:MSc
last changed 2007/07/16 15:51

_id acadia07_146
id acadia07_146
authors Angulo, Antonieta
year 2007
title Ubiquitous Training of Visual-Spatial Skills: On the Development of Mobile Applications Using Handheld Devices
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 146-155
summary This research project seeks to develop m-learning applications that provide training in visual-spatial skills using wireless handheld mobile devices (e.g. PDAs and cellular phones). The paper acknowledges the role of visual-spatial competence as fundamental in science and most creative endeavors, including its critical role in architectural design. It also recognizes that there is a substantial amount of anecdotal evidence suggesting that undergraduate students in architecture have serious limitations in applying visual-spatial skills for design activities. A potential solution to this problem is envisioned through the introduction of extra-curricular learning activities that are ubiquitous and learner-centered. The suggested m-learning applications will include a set of instructional modules making use of media-rich representations (graphics and animations) for conveying the nature of 3-D spaces. As a first step toward reaching this development, a prototype was created and used for testing learning strategies. This experiment provided evidence regarding improvements to specific aspects of the students’ visual-spatial competency, and it also collected qualitative feedback regarding the students’ level of satisfaction about the learning experience. The paper provides recommendations for a future implementation of the beta version, including the learning strategy, content authoring, publishing, deployment, and criteria for the selection of the most accessible mobile device.
series ACADIA
last changed 2007/10/02 06:11

_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
last changed 2012/02/11 18:21

_id ecaadesigradi2019_397
id ecaadesigradi2019_397
authors Cristie, Verina and Joyce, Sam Conrad
year 2019
title 'GHShot': a collaborative and distributed visual version control for Grasshopper parametric programming
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 35-44
summary When working with parametric models, architects typically focus on using rather structuring them (Woodbury, 2010). As a result, increasing design complexity typically means a convoluted parametric model, amplifying known problems: 'hard to understand, modify, share and reuse' (Smith 2007; Davis 2011). This practice is in contrast with conventional software-programming where programmers are known to meticulously document and structure their code with versioning tool. In this paper, we argue that versioning tools could help to manage parametric modelling complexity, as it has been showing with software counterparts. Four key features of version control: committing, differentiating, branching, and merging, and how they could be implemented in a parametric design practice are discussed. Initial user test sessions with 5 student designers using GHShot Grasshopper version control plugin (Cristie and Joyce 2018, 2017) revealed that the plugin is useful to record and overview design progression, share model, and provide a fallback mechanism.
keywords Version Control; Parametric Design; Collaborative Design; Design Exploration
series eCAADeSIGraDi
last changed 2019/08/26 20:28

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