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Article Excerpt Introduction
Collaborative design is a process of dynamically communicating and working together in order to collectively establish design goals, search through design problem spaces, determine design constraints, and construct a design solution (Hennessy & Murphy, 1999; Lahti, Seitamaa-Hakkarainen & Hakkarainen, 2004). 3D virtual worlds distinguish themselves from other networked technologies by having place characteristics. It is not just another communication tool but the ultimate destination where we shop, are entertained and get educated (Kalay & Marx, 2001). In the AEC (Architecture, Engineering and Construction) domain, the ever increasing globalisation results in large projects that require global design teams to collaborate across different geographical locations and time zones. This often demands additional time and financial inputs in coordinating and relocating human and design resources. 3D virtual worlds have the potential to make a major impact on global design teams by providing an online place that support collaborative design activities in distant locations without designers being physically present. However, the majority of design representations in traditional 3D virtual worlds mainly focus on the representations of 3D geometric forms for simulations. Specific information and numerical data are often required in applying these representations to design. Therefore, there is a need to develop a representation system applicable in the conceptual design stage that is flexible for representing more complex design concepts and alternatives.
A graph is a set of dots, called vertices or nodes, connected by lines, that is, edges or arcs. Qualitative Archi Bond Graphs (QABGs) (Tsai & Gero, 2006a; 2006b; 2008) are energy-based unified representations for buildings, combining graphical representations and qualitative equations as well as using unified variables, elements and constitutive relationships. QABGs can be applied to multiple AEC domains to represent and simulate dynamic behaviours in buildings. Gu and Tsai, (2008) extended QABGs to develop the interactive graphical representation that supports multiple and interactive design representations through a spatial subsystem and a stylistic subsystem. While designing, designers can flexibly apply different subsystems to accommodate different design needs and representation preferences.
This paper proposes and demonstrates an application of the interactive graphical representation for architectural style study in 3D virtual worlds, focusing on architectural form making. The paper commences from an introduction of a refined interactive graphical representation framework, including elements and element-link-relationships in both the spatial subsystem and the stylistic subsystem. The paper then demonstrates the application of the interactive graphical representation for architectural style study in Second Life (www.secondlife.com), a popular 3D virtual world, with three complex cases of pavilion designs by an Austrian architect of the Baroque period, Fischer von Erlach. As demonstrated in the study, the interactive graphical representation provides designers with multiple representations and richer design languages for design and collaboration in 3D virtual worlds.
Interactive Graphical Representation
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