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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Hits 41 to 60 of 527

_id 650c
authors Porada, S.
year 1998
title Ouvoir - Of the Potential Architecture
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 155-161
summary Calculations are used to forecast urban flows of population, development of various activities, demography, and many other architectural programme constrains, and have been spontaneously the first field of computer intervention in urban and architectural project design. By analogy to engineering where computation is the base of decision making, architectural design process is seen as a problem solving process. <> constrains computer aided computation is seen as Computer Aided Architectural Design, CAAD. This way, a technological utopia called CAD in architecture is born. Nevertheless, the review of architectural design methods has clearly shown that programmatic models, since they are only used to evaluate spatial hypothesis, and do not have in themselves space production potentialities. In spite of the powerful methodological movement of the sixties, that have established this design constellation, the misunderstanding persists until now. Architect is a gestural and visual being. By using simultaneously metaphor, gesture and calculation, he calls for all his experiences and sensibility to realise plastic and poetic synthesis of form. To remedy to the major problem of the form synthesis, graphical instruments have been proposed. Why not utilise tools used in the field of engineering as computer aided drafting ? And so, computer aided drafting triumphaly entered the architectural design process. But, computer aided drafting is commonly seen as an instrument used on the - projection - stage, where drawings are produced for an already designed object. A new myth that assimilate architectural design to the drawing production activity arrives with the <>, containing thousands of drawings. All this aimed to facilitate, as it is proclaimed, communication between all the intervening in the project.
series plCAD
last changed 1999/04/08 15:16

_id 66c1
authors Scott, Sam
year 1998
title Feature Engineering for a Symbolic Approach to Text Classification
source University of Ottawa Computer Science
summary Most text classification research to date has used the standard 'bag of words' model for text representation inherited from the word-based indexing techniques used in information retrieval research. There have been a number of past attempts to find better representations, but very few positive results have been found. Most of this previous work, however, has concentrated on retrieval rather than classification tasks, and none has involved symbolic learning algorithms. This thesis investigates a number of feature engineering methods for text classification in the context of a symbolic rule-based learning algorithm. The focus is on changing the standard 'bag of words' representation of text by incorporating some shallow linguistic processing techniques. Several new representations of text are explored in the hopes that they will allow the learner to find points of high information gain that were not present in the original set of words. Representations based on both semantic and syntactic linguistic knowledge are defined and evaluated using the RIPPER rule-learning system. Two major corpora are used for evaluation: a standard, widely-used corpus of news stories, and a new corpus of folk song lyrics. The results of the experiments are mostly negative. Although in some cases the new representations are at least as good as the bag of words, the improvements in quantitative performance that were hoped for do not materialize. However, the results are not entirely discouraging. The syntactically defined representations may enable the learner to produce simpler and more comprehensible hypotheses, and the semantically defined representations do produce some real performance gains on smaller classification tasks that for various reasons fail to scale up to larger tasks. Some ideas are offered as to why the new representations fail to produce better results, and some suggestions are made for continuing the research in future.
series thesis:MSc
last changed 2003/02/12 21:37

_id 634d
authors Seebohm, Thomas and Van Wyk, Skip (Eds.)
year 1998
title Digital Design Studios: Do Computers Make a Difference? [Conference Proceedings]
source ACADIA Conference Proceedings / ISBN 1-880250-07-1 / Québec City (Canada) October 22-25, 1998, 383 p.
summary With an inevitability that is the beyond the control of architecture faculty everywhere, computers are being increasingly used in design studios. As student ownership of computers proliferates and architectural firms begin to use computers for design as well as drafting, the momentum will accelerate. The question is whether the use of computers in design studios makes a difference and what sort. Moreover, if it does make a difference, should it just be allowed to happen or should the momentum be guided by studio teachers skilled in computing. Does the use of computers in studios demand a special pedagogy that goes beyond teaching the use of the software and hardware? Are there design approaches that need to be taught in order to take advantage of the strengths of computers in design rather than attempt to make computers follow the paths trodden by manual design techniques? The question is critical because, as yet, we know very little about how computers can truly enable design, how computers can help us conceive design hypotheses, structure alternatives and simulations, and evaluate alternatives. As yet we have no body of recorded evidence to demonstrate how computer-based design studios produce work that is different from or better than traditional design, except, perhaps, in slickness of the images. Is it only in modeling and rendering final images that computers are useful or are there advantages in the use of computers through all stages design. If so what are they? In recent years many non-ACADIANS have become involved in using computers in design studios. Do we use design computing differently? Do we judge our successes differently? Do we have different expectations than these colleagues. And, even more interesting , what do they perceive as our experience and direction?
series ACADIA
last changed 1998/12/16 07:24

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
last changed 2005/09/09 08:48

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
last changed 2005/09/09 08:48

_id d414
authors Zalewski, Waclaw and Allen, Edward
year 1998
title Shaping Structures
source New York: John Wiley and Sons
summary In Shaping Structures, an engineer and an architect, both longtime teachers of structures at major American universities, collaborate to present an inspired synthesis of the creative and the technical, explicating both the principles of statics and their application to the fascinating task of finding good form for structures. This richly visual volume features: * An easily understood development of the fundamentals of statics * Step-by-step demonstrations, using both numerical and graphical techniques, of simple yet powerful methods for finding form and forces for arched structures, suspended structures, cable-stayed structures, and highly efficient trusses * 120 photographs and more than 300 crisp drawings that illustrate and explain the magnificent structural triumphs of master architects and engineers -including Gustave Eiffel's famous tower, Robert Maillart's soaring bridges, Pier Luigi Nervi's landmark Turin Exhibition Hall, and many others * Calculations in both SI metric and conventional units throughout the book Requiring only the most rudimentary mathematical background yet accurate and fully functional, Shaping Structures provides an inviting point of entry to the study of structural design for engineering and architecture students -proving that the science of statics doesn't have to be lifeless, simplistic, or dull.
series other
last changed 2003/04/23 13:14

_id 8b38
authors Do, Ellen Yi-Luen and Gross, Mark D.
year 1998
title The Sundance Lab- "Design Systems of the Future"
source ACADIA Quarterly, vol. 17, no. 4, pp. 8-10
summary The last thirty years have seen the development of powerful new tools for architects and planners: CAD, 3D modeling, digital imaging, geographic information systems, and real time animated walkthroughs. That’s just the beginning. Based on our experience with CAD tools, analysis of design practice, and an understanding of computer hardware and software, we’re out to invent the next generation of tools. We think architects should be shakers and makers, not just consumers, of computer aided design. We started the Sundance Lab (for Computing in Design and Planning) in 1993 with a few people and machines. We’ve grown to more than a dozen people (mostly undergraduate students) and a diverse interdisciplinary array of projects. We’ve worked with architects and planners, anthropologists, civil engineers, geographers, computer scientists, and electrical engineers. Our work is about the built environment: its physical form and various information involved in making and inhabiting places. We cover a wide range of topics – from design information management to virtual space, from sketch recognition to design rationale capture, to communication between designer and computer. All start from the position that design is a knowledge based and information rich activity. Explicit representations of design information (knowledge, rationale, and rules) enables us to engage in more intelligent dialogues about design. The following describes some of our projects under various rubrics.
series ACADIA
last changed 2004/10/04 05:49

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
last changed 1999/10/10 12:52

_id ecaade2018_243
id ecaade2018_243
authors Gardner, Nicole
year 2018
title Architecture-Human-Machine (re)configurations - Examining computational design in practice
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 139-148
summary This paper outlines a research project that explores the participation in, and perception of, advanced technologies in architectural professional practice through a sociotechnical lens and presents empirical research findings from an online survey distributed to employees in five large-scale architectural practices in Sydney, Australia. This argues that while the computational design paradigm might be well accepted, understood, and documented in academic research contexts, the extent and ways that computational design thinking and methods are put-into-practice has to date been less explored. In engineering and construction, technology adoption studies since the mid 1990s have measured information technology (IT) use (Howard et al. 1998; Samuelson and Björk 2013). In architecture, research has also focused on quantifying IT use (Cichocka 2017), as well as the examination of specific practices such as building information modelling (BIM) (Cardoso Llach 2017; Herr and Fischer 2017; Son et al. 2015). With the notable exceptions of Daniel Cardoso Llach (2015; 2017) and Yanni Loukissas (2012), few scholars have explored advanced technologies in architectural practice from a sociotechnical perspective. This paper argues that a sociotechnical lens can net valuable insights into advanced technology engagement to inform pedagogical approaches in architectural education as well as strategies for continuing professional development.
keywords Computational design; Sociotechnical system; Technology adoption
series eCAADe
last changed 2018/07/24 10:23

_id ijac20109304
id ijac20109304
authors Vermisso, Emmanouil
year 2011
title Design economies of surface: can Architects learn from the manufacturing process of industry-driven projects like auto-cross racing?
source International Journal of Architectural Computing vol. 9 - no. 3, 259-284
summary This paper discusses an in-house manufactured race-car body for the annual Formula SAE® Series competition. The driving parameters for the design and fabrication process are examined with regards to the assignment's ‘format’ as a joint study between architecture and engineering students. Traditionally there has been an inhibition concerning communication between architects and engineers, that is perhaps successfully exemplified through Peter Rice's example of the "Iago mentality" (Rice, 1998) where the Shakespearean confrontation between Othello and Iago is viewed as an analogy to this communication: "In the dialogue of Architecture and Engineering, the engineer is the voice of rationality and reasoni." Unless dictated by construction necessities, research between these two disciplines is not sought as regularly as we would hope for; we are therefore, interested to assess the analog and computational techniques used from a design perspective, and, by understanding the implications of working among two different but similarly geared backgrounds, describe possible improvements on real-size projects that require both technical and design input, thereby affirming Rice's belief for creative inter-disciplinary discourse. Finally, the project is a reminder of the common ground between architectural and automotive design, by examining the notion of surface from a cross-disciplinary premise.
series journal
last changed 2011/12/29 14:34

_id ddss9802
id ddss9802
authors Akin, O., Aygen, Z., Cumming, M., Donia, M., Sen, R. and Zhang, Y.
year 1998
title Computational Specification of Building Requirements in theEarly Stages of Design
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary We have been exploring computational techniques to help building designers to specify design requirements during the early stages of design. In the past, little has been accomplished in this area either in terms of innovative computational technologies or the improvement of design performance.The prospect of improving design productivity and creating a seamless process between requirements specification and formal design are our primary motivations. This research has been conducted as partof a larger project entitled SEED (Software Environment to Support Early Phases in Building Design). SEED features an open-ended modular architecture, where each module provides support for a design activity that takes place in early design stages. Each module is supported by a database to store and retrieve information, as well as a user interface to support the interaction with designers. The module described in this paper, SEED-Pro (the architectural programming module of SEED), is a workingprototype for building design requirements specification. It can be used by other modules in SEED or by design systems in other domains, such as mechanical engineering, civil engineering, industrial designand electrical engineering. Our approach to SEED-Pro is divided into two phases: core, and support functionalities. The core functionalities operate in an interactive mode relying on a case-based approach to retrieve and adapt complex specification records to the problem at hand. The supportfunctionalities include the case-base, the data-base, and the standards processing environment for building specification tasks. Our findings indicate that SEED-Pro: (1) is a tool that structures the unstructured domain of design requirements; (2) enables the integration of design requirements with the rest of the design process, (3) leads to the creation of complex case-bases and (4) enables the observation of their performance in the context of real world design problems.
series DDSS
last changed 2003/11/21 14:15

_id 7560
authors Gomez, Nestor
year 1998
title Conceptual Structural Design Through Knowledge Hierarchies
source Carnegie Mellon University, Department of Civil and Environmental Engineering, Pittsburgh
summary Computer support for conceptual design still lags behind software available for analysis and detailed design. The Software Environment to Support the Early Phases in Building Design (SEED) project has the goal of providing design generation and exploration capabilities to aid in the conceptual design of buildings, from architectural programming and layout to enclosure design and structural configuration. The current work presents a component of the efforts of the SEED-Config Structure group in providing computer support for conceptual structural design. The Building Entity and Technology (BENT) approach models data about building elements in a general, hierarchical form, where design evolution is represented by the growing specificity of the design description. Two methods of system-supported design generation are provided: case-based reasoning and application of knowledge rules. The knowledge rules, termed technologies, and how they are specified and used are the primary focus of this thesis. In the BENT approach, conceptual structural engineering knowledge is modularized into technology nodes arranged in a directed 'AND/OR' graph, where OR nodes represent alternative design decisions and AND nodes represent problem decomposition. In addition, nodes in the graph may also be specified as having AND/OR incoming arcs thus reducing the duplication of nodes and enhancing the representational power of the approach. In order to facilitate the incorporation of new knowledge into the system, and verify and/or change the knowledge already in the system, the data model and the interface allow for dynamic creation, browsing, and editing of technology nodes. Design generation through the use of the knowledge hierarchy involves the conditional application of nodes according to the design context as represented by the building element(s) under consideration. Each application of a technology node expands the design of building elements by increasing the detail of the design description or by decomposing the elements into less abstract components. In addition, support for simultaneous design of multiple elements and for iteration control are also provided. An important feature of the BENT approach is that the generative knowledge (i.e., the technology hierarchy) is detached from the information repository (i.e., the database of entities which make up the building). This allows the technology hierarchies to be used in a modular fashion from building problem to building problem.
series thesis:PhD
last changed 2003/02/12 21:37

_id ddss9808
id ddss9808
authors Boelen, A.J.
year 1998
title Pattern Matching for Decision Support
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary In this paper is discussed how we can use pattern matching techniques in combination with object orientation to support decision makers in arranging offices and industrial and commercial facilities in existing urban areas. The method used is based on the findings of a Ph.D. project almost finishedwhen writing this. The tool under development is specifically useful for rehabilitation of deteriorated industrial or commercial areas.I consider such an area already occupied and surrounded with all kinds of urban objects and connected to all kinds of infrastructure. I can describe this area in available objects and facilities. Furthermore we can describe the areas capacity left within the infrastructure, the capacity in forexample work force or clients and the available band width in noise or pollution. By describing the area in terms of availability of capacity to absorb or produce flows of people, goods, energy and information we sketch the room available for certain types of industrial or commercial facilities. I developed a technique to describe industrial and commercial facilities in such a way that we enable the match between these and the characteristics of an area available. Pattern matching techniquesenable the system to generate best matches between available areas, locations and facilities. This model can be adapted in several object oriented geographical information systems and be integrated with other information systems that for example calculate the pollution of certain kinds of facilities. The rules to match with are partly based on objective, measurable data like available capacity on the electricity network and needed electrical power for certain facilities. Other matching rules are based on political norms on for example acceptable pollution levels and suggested pollution of facilities. The paper presents the problem area of industrial area rehabilitation, describes the architecture of the modeling technique and presents the first findings of implementation studies.
keywords Pattern matching, Object GIS, Urban object modeling, Facility planning
series DDSS
last changed 2003/11/21 14:16

_id sigradi2009_903
id sigradi2009_903
authors Harris, Ana Lúcia Nogueira de Camargo
year 2009
title O Uso da Técnica dos "Planos em Série" com o Desenvolvimento da Computação Gráfica - Uma Experência Didática [The Use of the 'Serial Plan' Technique with the Development of the Computer Graphic - A Teaching Experience]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper is about comparative didactic experiences where the “Serial plan Technique” defined by Wong (1998), was applied in 2001 and 2008 which computer resources from that time. In 2001 this technique was applied with the help of AutoCAD for generation of the planifications, but in 2008 the appliances of AutoCAd and Sketch Up were used for the virtual construction of objects. The quality of the results showed a didactic potential and an increasement in the possible creative rhythm, mainly because the facility of the three-dimensional virtual visualization and because the speed in the physical execution of the created project.
keywords didactic experiences; serial plan technique; CAD; AutoCAD; Skecht Up
series SIGRADI
last changed 2016/03/10 08:53

_id 146a
authors Johnson, Robert E.
year 2000
title The Impact of E-Commerce on the Design and Construction Industry
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 75-83
summary Historically, the design and construction industry has been slow to innovate. As a result, productivity in the construction industry has declined substantially compared to other industries. Inefficiencies in this industry are well documented. However, the potential for cost savings and increased efficiency through the use of the Internet and e-commerce may not only increase the efficiency of the design and construction industry, but it may also significantly change the structure and composition of the industry. This is suggested because effective implementations of e-commerce technologies are not limited to one aspect of one industry. E-commerce may be most effective when it is thought of and applied to multi-industry enterprises and in a global context. This paper continues the exploration of a concept that we have been working on for several years, namely that “…information technology is evolving from a tool that incrementally improves ‘backoffice’ productivity to an essential component of strategic positioning that may alter the basic economics, organizational structure and operational practices of facility management organizations and their interactions with service providers (architects, engineers and constructors).” (Johnson and Clayton 1998) This paper will utilize the case study methodology to explore these issues as they are affecting the AEC/FM industry.
series ACADIA
last changed 2002/08/03 05:50

_id ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 14:15

_id 2796
authors Brown, Andy and Lee, Hwa, Ryong
year 1998
title A Mental Space Model
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 27-42
summary The architectural design process is often characterised a series of evolving ideas, and involving a cyclical process between design and visualisation. However, the nature of the internal representation still remains unclear. What is actually represented in a designers mental space and what drives and influences the mental design process? If we wish to programme a computer to mimic or work in tandem with the mental processes involved we need to make that representation and the associated cognitive processes explicit. The ways that designers form mental representations are so diverse, personal, and often transient that it is not easy to externalise and articulate them in explicit terms. In order to propose a mental model, we can take in a particular I psychological research approach; that of introspective observation from design drawing . In doing so, we posit an assumption that the designer's drawing can be seen as an extension of the internal mental feature, and hence internal representation could be inferred from the analysis of external representation - the drawing or sketch. This approach contrasts with the protocol analysis approach where mental operations are inferred from words, what could be termed thinking aloud.
series plCAD
last changed 2003/05/17 08:01

_id aa52
authors Chiu, Mao-Lin
year 1998
title The Design Guidance of CSCW - Learning from Collaborative Design Studios
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. 261-270
summary Computer supported collaborative work (CSCW) becomes important for the architectural practice and design education in recent years. Design guidance on design operations facilitates design studios to achieve their educational and research purposes. This study depicts the experience of computer-supported collaborative design learned from three collaborative design studios. Design guidance can advise participants to understand the purpose of communication in CSCW, anticipate design collaboration, and formulate design operations by the process model. Based on the observations of CDS, the discussion focuses on how to develop guidance on design operations according to the following factors: (1) structured framework, (2) the kind of technology, (3) the level of communication, and (4) the process model of CSCW.
series CAADRIA
last changed 1998/12/02 13:29

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
last changed 2016/03/10 08:52

_id ddss9826
id ddss9826
authors Hendricx, A., Geebelen, B., Geeraerts, B. and Neuckermans, H.
year 1998
title A methodological approach to object modelling in the architectural designprocess
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The paper describes a first prototype constructed in search for a central object model. It presents all possible data, concepts and operations concerning the architectural design process in the early phases.A central model of the process of design is essential: going from one design phase into another, the model describes geometrical shapes, abstract concepts like space and activity, concrete physical building elements and the basic operations all these entities undertake. Emphasis is put on combining all these different viewpoints, thus enabling the designer to use a broad range of design strategies. The aim is to help him and not steer or even hamper his creative process. Information necessary toassist the user of the system concerning energy calculation, stability checks etc can be extracted. By means of appropriate interfaces not only those tests built on top of the system but also existing software packages can make use of the model’s object structure. The implemented object model is one of the cornerstones of the IDEA+ project, aiming to provide an Integrated Design Environment for Architecture.
keywords object model, building model, CAAD, IDEA+, MERODE
series DDSS
last changed 2003/08/07 14:36

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