TY - THES A1 - Zierold, Sabine T1 - Der mediale Raum der Architektur T1 - The medial space of architecture N2 - Der architektonische Raum wird als ein Medium der Kommunikation im Kontext der >neuen< Medien begriffen, aus der Erkenntnis, dass er schon immer ein Medium war und aus einer komplexen Medienstruktur in Abhängigkeit von anderen Medien besteht. Im Prozess von Handlung und Kommunikation ist der architektonische Raum das Medium, das räumliche Nähe von Individuen über alle Sinne und das Bewusstsein gleichzeitig intensiv ermöglicht. Der architektonische Raum als immersives Kommunikationsmedium erreicht im Zeitalter der >neuen< Medien eine neue Dimension, indem mehr und andere Wirklichkeitsalternativen der Kommunikation zur Verfügung stehen. N. Luhmann folgend, wird die Architektur aus der Sicht der Form/Medium-Differenz systemtheoretisch als strukturierter Möglichkeitsraum betrachtet. Der Raum ist das Medium für Formen des architektonischen Raumes, in dem Architektur überhaupt erst wirksam wird. Umgekehrt sind die Formen des architektonischen Raumes Medien für die Wahrnehmung einer Vielzahl von räumlichen Wirklichkeiten. Eine Fassade aus Stein oder Glas ist gebaute Form und kann als Medium Information kommunizieren. Medien werden ihrer Bestimmung um so besser gerecht, je mehr sie sich der Aufmerksamkeit entziehen und wie transparente Fenster hinter der Oberfläche der sinnlichen Wahrnehmung zurücktreten. Als >unwahrnehmbares< Medium ist der architektonische Raum damit eine hintergründige >Wirkungsmacht<, eine Bühne für die Entfaltung von Wirkung, Atmosphäre und Bewegung. Seine physische Wirklichkeit war schon immer durch virtuelle Wirklichkeiten oder Realitäten entgrenzt, die durch Techniken und Technologien der Simulation als künstliche Welten wahrnehmbar und kommunizierbar werden. Dies kann an tradierten Beispielen der gotischen Kathedrale, dem Panorama, den panoptischen Räumen, dem Theater, Kino oder den kontinuierlichen Räumen von der Moderne bis heute aufgezeigt weren. Virtuelle Räume gotischer Glasbilder oder barocker Decken- und Wandbilder im Medium des architektonischen Raumes sind uns geläufig. Die Immersion, das Eintauchen in diese virtuellen Wirklichkeitsspären löst die Wahrnehmung der eigenen körperlichen Präsenz in ihnen aus. Das Potential des virtuellen Raumes der Architektur besteht im Vergleich zu anderen virtuellen Realitäten von Text, Bild oder digitalen Medien in seiner Gebundenheit an die physische, räumliche Reizstruktur, der er die Eindringlichkeit und Komplexität seiner Wirkung verdankt. Es werden unterschiedliche Wechselwirkungen und gemeinsame Entwicklungen von zeitgenössischen Beispielen der Architektur mit den >neuen< Medien aufgezeigt. In der »sensitiven Wand« wird die physische Raumgrenze durch die Integration neuer Techniken und Technologien digitaler, elektronischer Medien etwas extrem Flexibles und Formbares in Interaktion mit dem Benutzer. Der H2O Pavillon (Oosterhuis und NOX, 1997) ist ein Beispiel dafür. Der ausgeprägt polysensorische Immersionsraum steht für die Einheit von digitaler und architektonischer Simulation. Die metaphorische Welt von Höhle und Quelle des Thermalbades Vals (P.Zumthor, 1996) ist die räumliche Reflexion auf die metaphorische Struktur virtueller Räume der >neuen< Medien. Die simulierte Wirklichkeit in den Medien Wasser, Stein und architektonischer Raum produziert schöpferisch den polysensorischen immersiven Zugang in die virtuellen Welten >authentischer< physischer Umgebung. Das >Sichtbare< im Medium Raum der Architektur ist ohne das >Unsichtbare< nicht zu begreifen bzw. das sinnlich Wahrnehmbare nicht ohne das Unwahrnehmbare. Das Erkennen dieser Relation von Form und Medium ermöglicht die Formulierung des neuen Begriffes des medialen Raumes der Architektur, der zur Basis für eine Medientheorie der Architektur wird, als Sichtweise der Entgrenzung des physischen Raumes durch den virtuellen Raum für die subjektive Wahrnehmung, Handlung und Kommunikation. N2 - Within the context of the >new< media, architectonic space must be understood as a medium of communication. This is because it was always a medium, coexisting with other media within a complex media structure. Ensconced as it is within a process of activity and communication, architectonic space is the one medium that facilitates such a close proximity of individuals whose senses and consciousness thus experience a simultaneity of intensity. The architectonic space as an immersive communication medium attained a new dimension in the age of the >new< media, interactive communication availing itself of an increased number of alternative realities. Following the work of N. Luhmann, architecture may be viewed from the perspective of form/medium-difference as a structured space of possibilities within a theory of systems. The space is the medium for forms of architectonic space in the sense that only then does the architecture itself become apparent. The contrary is the case where forms of architectonic space act as media for the apperception of numerous spatial realities. A façade made of stone or glass is built form and as a medium can impart information. The more media abandon their advertence, the better they fulfil their appropriateness and recede like transparent windows behind the surface of animal consciousness. Thus, architectonic space as a >non-perceptible< medium becomes an >agent of power<, a stage for the evolvement of agency, atmosphere and movement/action. Its physical reality was always borderless, not bounded by virtual actualities or realities which are themselves perceivable and communicable as artificial worlds via the techniques and technologies of simulation. Right up to the present day, this is exemplified by artifices such as the Gothic cathedral, the panorama and panoramic spaces, the theatre, the cinema, or the continuous spaces of modernism. Virtual spaces defined by Gothic stained glass or ceiling and wall murals of the Baroque – within the medium of the architectonic space lest we forget – are all familiar to us. Immersion, in the sense of submerging in these virtual sanctums of reality, releases the apperception of each corporeal presence. In comparison to other virtual realities such as text, image or digital media, the potential of the virtual space in architecture arises out of its bondage to the physical and spatial structure of stimuli on which the forcefulness and complexity of its effectiveness depends. Citing examples of contemporary architecture points up various interdependencies between and common evolutions among the >new< media. As new techniques and technologies of digital and electronic media are introduced, the physical spatial border of the >sensitive wall< becomes in terms of interaction increasingly pliable and ductile for the user. The H2O Pavilion (Oosterhuis and NOX, 1997) is just one example. The highly polysensoric immersion space stands for the unity of digital and architectonic simulation. The metaphoric world of caverns and wells of the hot springs at Vals (P. Zumthor, 1996) is the spatial reflexion on the metaphoric structure of virtual spaces as exemplified by the >new< media. The simulated reality in the media water, stone, and architectonic space, enables in an inventive way the polysensoric and immersive access to the virtual worlds of the >authentic< physical environment. That which is >visible< in the medium of architectural space is not understandable without the >invisible<; in other words, the state of sensory perceptibility depends on the existence of the non-perceptible. The recognition of this relation between form and medium allows a new term to be formulated: the >medial space of architecture<. This in turn becomes the basis for a new media theory of architecture itself, a premise defined as a perspective on the debordering of physical space through the virtual one and existing to provide subjective apperception, activity and communication. KW - Architektur KW - Medium KW - Form KW - Bauform KW - Raumwahrnehmung KW - Simulation KW - Imagination KW - Kommunikation KW - Immersion KW - Illusion KW - architektonischer Raum KW - Virtualität KW - architectural space KW - virtuality Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20060806-8106 ER - TY - JOUR A1 - Zavadskas, Edmundas Kazimieras A1 - Kaklauskas, Arturas A1 - Viteikiene, Milda T1 - Database of Best Practices and Decision Support Web-based System for Construction Innovation N2 - Many construction and facilities management Web sites can be found on the Internet. The interested parties on construction and facilities management Web sites can find databases of best practices, calculators, analyzers, software, expert and decision support systems, neural networks, etc. Technological innovation mainly through changes in the availability of information and communication technology inclusive databases of best practices, calculators, analyzers, software, neural networks, decision support and expert systems that have been provided by a variety of new services developed by the construction and facilities management sectors. Most of all calculators, analyzers, software, decision support and expert systems, neural networks and on-line systems seek to find out how to make the most economic decisions and most of all these decisions are intended only for economic objectives. Alternatives under evaluation have to be evaluated not only from the economic position, but take into consideration qualitative, technical, technological and other characteristics as well. Based on the analysis of the existing calculators, analyzers, information, expert and decision support systems, neural networks and in order to determine most efficient versions of best practices a Decision Support Web-Based System for Construction Innovation (IDSS) was developed by Vilnius Gediminas Technical University. KW - Mehragentensystem KW - Lernendes System KW - Wissensverarbeitung Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2173 ER - TY - JOUR A1 - Zavadskas, Edmundas Kazimieras A1 - Kaklauskas, Arturas T1 - Civil Engineering Decision Support Systems in Lithuania N2 - Civil engineering decision support systems (construction, building life cycle, refurbishment, total quality management, innovation, etc.) created in Lithuania are described in this paper. The above decision support systems comprise of the following constituent parts: data (database and its management system), models (model base and its management system) and a user interface. Presentation of information in databases may be in conceptual (digital, textual, graphical, photographic, video) and quantitative forms. Quantitative information presented involves criteria systems and subsystems, units of measurement, values and initial weight fully defining the variants provided. The databases were developed providing a multiple criteria analysis of alternatives from economical, infrastructure, technical, technological, qualitative, legislative, social and other perspectives. This information is provided in a user-oriented way. Since the analysis of alternatives is usually performed by taking into account economical, infrastructure, technical, technological, qualitative and other factors, a model-base include models which enable a decision maker to carry out a comprehensive analysis of the variants available and make a proper choice. These systems, related questions and practical case study were analysed the paper. KW - Wissensmanagement KW - Bautechnik KW - Entscheidungsunterstützungssystem Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2579 ER - TY - CHAP A1 - Zarli, Alain A1 - Storer, Graham A1 - Kazi, Abdul Samad (Sami) T1 - Building a Better Future: Major Results from the ICCI Cluster Project N2 - To support research in the building sector and in order to help it move towards a new digital economy, the European Commission under the 5th Framework initiative, especially the IST programme, funded various RTD projects. The opportunity to bring these IST projects together was acknowledged so that stronger links can be created under a clustering umbrella and that, moreover, links of those projects with their RTD environment could be facilitated. This has been the objective of work carried out within the ICCI (IST-2001-33022) Cluster project. This paper introduces the main aims and objectives of the project, and then presents its principal outcomes. In a second part, it synthesises the underlying concepts, technology and tools that will make ICT-based Construction a reality in a near future, and gives recommended actions for the industry, the EC and the Construction ICT R&D in Europe, giving some benefit of this project experience to the three communities. KW - Forschung KW - Europa KW - Informationstechnik KW - Baubetrieb Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1994 ER - TY - CHAP A1 - Zaneldin, Essam T1 - Investigate the Impact of Different Resource Allocation Strategies on the Design of Building Projects Using Simulation N2 - The design of building projects involves several types of resources such as architects, structural engineers, mechanical engineers, electrical engineers, and draftsmen, among others. For design firms to stay in business in this very competitive market, they need to manage their resources in a way that improves productivity and cost effectiveness. This task, however, is not simple and requires thorough analysis of process-level operations, resource use, and productivity. Typically, these operational aspects are the responsibility of the design office manager who assigns available resources to the different design projects to save time and lower design expenses. It is noted that limited studies have been carried out in the literature to model overall organizational operations and behavioral aspects, particularly in firms specialized in the design of building projects. In an effort to simplify the modeling process, a simplified modeling and simulation tool is used in this research. A simulation model representing an actual design office was developed assuming that the office performs designs for small, medium, and large size building projects. The developed model was used to simulate several alternatives and examine various resource assignment strategies. The simulation was conducted over ten years and the resulting productivity and income was measured. KW - Baubetrieb KW - Computerunterstütztes Verfahren KW - Simulation KW - Bauvorhaben Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1658 ER - TY - CHAP A1 - Yamabe, Yuichiro A1 - Kawamura, Hiroshi A1 - Tani, Akinori T1 - Optimal Design for Recurrent Architecture Network Harmonized with Circulation-type Societies by Applying Genetic Algorithms to Multiagent Model N2 - In this paper, a circulation-type society is expressed by recurrent architecture network described with multi-agent model which consists of the following agents: user, builder, reuse maker, fabricator, waste disposer, material maker and earth bank (see Fig.1). Structural members, materials, resources and monies move among these agents. Each agent has its own rules and aims, regarding structural damages, lifetime, cost reduction, numbers of structural members and structural systems. Reasonable prices of members (fresh, reused, recycled and disposed) can be optimized by GAs in this system considering equal distribution of monies among agents. KW - Mehragentensystem KW - Lernendes System KW - Genetischer Algorithmus Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1892 ER - TY - CHAP A1 - Yahiaoui, Azzedine A1 - Hensen, Jan A1 - Soethout, Luc T1 - Developing CORBA-based distributed control and building performance environments by run-time coupling N2 - Communication software and distributed applications for control and building performance simulation software must be reliable, efficient, flexible, and reusable. This paper reports on progress of a project, which aims to achieve better integrated building and systems control modeling in building performance simulation by run-time coupling of distributed computer programs. These requirements motivate the use of the Common Object Request Broker Architecture (CORBA), which offers sufficient advantage than communication within simple abstraction. However, set up highly available applications with CORBA is hard. Neither control modeling software nor building performance environments have simple interface with CORBA objects. Therefore, this paper describes an architectural solution to distributed control and building performance software tools with CORBA objects. Then, it explains how much the developement of CORBA based distributed building control simulation applications is difficult. The paper finishes by giving some recommendations. KW - Ingenieurbau KW - Verteiltes System KW - Planungsprozess KW - Modellierung KW - CORBA Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1347 ER - TY - JOUR A1 - Yabuki, Nobuyoshi A1 - Yoshimura, Yutaka T1 - An Evaluation System for Steel Structures of Hydroelectric Power Stations based on Fault Tree Analysis and Performance Maps N2 - This paper presents an evaluation system for steel structures of hydroelectric power stations, including hydraulic gates and penstocks, based on Fault Tree Analyasis (FTA) and performance maps. This system consists of fault tree diagrams of FTA, performance maps, design and analysis systems, and engineerin databases. These four modules are integrated by appropriate hyperlinks so that the user of this system can use it easily and seamlessly. A well developed system was applied to some illustrative example cases, and they showed that the developed methodology and system worked well and the users found the system useful and effective for their maintenance tasks at powerstations. KW - Wissensmanagement KW - Stahlbau KW - Wasserkraftwerk Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2564 ER - TY - JOUR A1 - Yabuki, Nobuyoshi A1 - Kotani, Jun A1 - Shitani, Tomoaki T1 - A Steel Bridge Design System Architecture using VR-CAD and Web Service-based Multi-Agents N2 - This paper presents a new design environment based on Multi-Agents and Virtual Reality (VR). In this research, a design system with a virtual reality function was developed. The virtual world was realized by using GL4Java, liquid crystal shutter glasses, sensor systems, etc. And the Multi-Agent CAD system with product models, which had been developed before, was integrated with the VR design system. A prototype system was developed for highway steel plate girder bridges, and was applied to a design problem. The application verified the effectiveness of the developed system. KW - Mehragentensystem KW - Lernendes System KW - Stahlbrücke KW - Virtuelle Realität Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-2146 ER - TY - CHAP A1 - Xie, Haiyan A1 - Issa, Raja A1 - O'Brien, William T1 - Structure of a Formal User Model for Construction Information Retrieval N2 - Information science researchers and developers have spent many years addressing the problem of retrieving the exact information needed and using it for analysis purposes. In informationseeking dialogues, the user, i.e. construction project manager or supplier, often asks questions about specific aspects of the tasks they want to perform. But most of the time it is difficult for the software systems to unambiguously understand their overall intentions. The existence of information tunnels (Tannenbaum 2002) aggravates this phenomenon. This study includes a detailed case study of the material management process in the construction industry. Based on this case study, the structure of a formal user model for information retrieval in construction management is proposed. This prototype user model will be incorporated into the system design for construction information management and retrieval. This information retrieval system is a user-centered product based on the development of a user configurable visitor mechanism for managing and retrieving project information without worrying too much about the underlying data structure of the database system. An executable UML model combined with OODB is used to reduce the ambiguity in the user's intentions and to achieve user satisfaction. KW - Bauwerk KW - Datenmanagement KW - Benutzeroberfläche Y1 - 2004 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:gbv:wim2-20111215-1296 ER -