Civil Engineering Reference
In-Depth Information
Hah (2010) developed a digital urban design work called as “integral city” based
on the notion of collective intelligence in the 2010 Venice Biennale. This prototype,
developed by a young Korean architect, shows the potential of mobile technologies
for realizing a continuously differentiated city through public design participation,
and it encapsulates the main characteristics of this category. In “integral city”, each
person can input his/her own lifestyle information into the application using a
smart phone, which creates their own customized housing unit and ultimately
updates the shared database on a server. Throughout time, the city is transformed
by the participation of the users and the process of the city transformation is
visualized as a 3D model on a large display screen.
Time-place Category 4. Different time, different place (asynchronous distrib-
uted collaboration)
Technologies in time-place category 4 combine the benefits and potentials of
the technologies discussed in the previous three categories to offer maximum
design freedom in design collaboration, where time and place are no longer
relevant. Chang (2010) conducted a digital media exhibition using a mobile AR
social network application called Ovjet that generates interactive relationships
among smart phone users in the context of the real world. Through the wiki
structure and AR screen mode, distributed participants of the exhibition con-
structed a fluid cinema over a specific location by uploading their own movie
files.Theycouldaccessthecinemafromanyplaceatanytimeandpost
emotional or comment tags, though which participants communicated with
other people asynchronously. If the 3D data augmented on the AR screen mode
are strengthened, AR platforms integrated on mobile devices, such as the
development by Henrysson et al . (2007), could be an effective addition for
design collaboration by visualizing the virtual scenes of the design in the real
surroundings of the site. Distributed designers could access the specific point
through the network to collaborate. It is possible to extend those current
examples such as Facebook applications on iPhone to applications of collabo-
rative design environments (i.e. the use of virtual worlds and gaming technol-
ogies) that are more media-rich.
9.5 Towards the future
There is the potential for mobile and pervasive environments for collaborative
design to improve the quality of collaboration. This section considers the future of
collaborative design, as enabled by mobile and pervasive computing, through two
lenses: advances in HCI technology and advances in social computing. These two
lenses map onto the two core components of the collaborative design framework:
representation - new HCI technologies are changing the way that we interact with
design representations - and communication - social computing is changing
expectations for integrating social communication with professional communi-
cation. The following sections elaborate on how changes in HCI technology affect
design cognition and how changes in social computing introduce a new kind of
collaboration called collective intelligence.
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