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 1 to 20 of 20

_id e719
authors Achten, Henri and Turksma, Arthur
year 1999
title Virtual Reality in Early Design: the Design Studio Experiences
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 327-335
summary The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 seconds, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.
series AVOCAAD
last changed 2005/09/09 08:48

_id e531
authors Berk, Michael
year 1999
title CYBERjack
source ACADIA Quarterly, vol. 18, no. 4, p. 10
summary Using a limited "kit of parts" [two 8 ft. 2x4's and one sheet of 1/2" birch plywood] students in teams of two are to design and construct an "interface" which joins the physical world to the virtual world of the web. The location for this piece of furniture [the CYBERjack] will be a local library in Okolona, Mississippi, where existing web computers are to be housed. The students modeled the design using formZ, then plotted full-size templates to be used in cutting the actual parts out of wood in the shop. The device was supposed to join the Body to the Machine. The project lasted 2 weeks and was part of a 4th year studio which participated in the ACADIA Library Competition last year.
series ACADIA
last changed 2003/11/21 14:16

_id ijac201210406
id ijac201210406
authors Biswas, Tajin; Ramesh Krishnamurti
year 2012
title Data Sharing for Sustainable Building Assessment
source International Journal of Architectural Computing vol. 10 - no. 4, 555-574
summary Sustainable design assessment requires information, which is aggregated from different phases of a building design, and evaluated according to criteria specified in a ‘sustainable building rating system.’ In the architecture engineering and construction (AEC) domain much of the necessary information is available through open source data standards such as Industry Foundation Classes (IFC). However, no single standard that provides support for sustainability assessment completely suffices as a data structure. This paper explores the augmentation of the Construction Operations Building information exchange (COBie) model, as an intermediary data structure, to bridge between requirements of the Leadership in Energy and Environmental Design (LEED) rating system and a building information model. Development of a general framework for data sharing and information management for LEED assessments is illustrated through an implementation of a prototype using functional databases.The prototype checks and augments available data as needed, which is used to populate LEED submission templates.
series journal
last changed 2013/01/09 10:18

_id caadria2012_115
id caadria2012_115
authors Biswas, Tajin; Tsung-Hsien Wang and Ramesh Krishnamurti
year 2012
title Data sharing for sustainable assessments: Using functional databases for interoperating multiple building information structures
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 193–202
summary This paper presents the development and implementation of an automatic sustainable assessment prototype using functional databases. For the practical purpose, we use Leadership in Energy and Environmental Design (LEED) as the exemplar standard to demonstrate the integrative process from building information aggregation to final evaluation. We start with a Building Information model, and use Construction Operations Building Information Exchange (COBie) as a bridge to integrate LEED requirements. At present, the process of sustainable building assessment requires information exchange from various building professionals. However, there is no procedure to manage, or use, information pertaining to sustainability. In our research, we translate rules from LEED into computable formulas and develop a prototype application to produce templates for LEED submission.
keywords Building information databases; sustainable assessment
series CAADRIA
last changed 2012/05/29 07:34

_id 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 13:50

_id acadia09_167
id acadia09_167
authors Flohr, Julie
year 2009
title Digital Templates: Diagrams of Associations
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 167-173
summary This paper claims that a speculative design space exists within the crafting of digital rule-based associations in parametric modeling environments, which promises to support potent contemporary designs in architecture. In addition to reviewing some diagrammatic frameworks located within the techniques of associative design modeling, this paper also details a project for a research-oriented practice based on the development of a registry of digital diagrams called “re-usables.” Working with “re-usable templates” of association, a precise sequence of design logic is invented for each project, while some of its aspects are re-used and re-configured. Such practice aims to operate between the “one-off” world of the all-custom and the entirely reproducible world of “copy-paste.”
keywords Parametric Design, Associative design, design logic, abstraction
series ACADIA
type Normal paper
last changed 2009/11/26 16:44

_id cf2007_303
id cf2007_303
authors Holzer, Dominik; Yamin Tengono and Steven Downing
year 2007
title Developing a Framework for Linking Design Intelligence from Multiple Professions in the AEC Industry
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 303-316
summary The research presented in this paper addresses the issue of bridging conceptual differences between the theories and practice of various disciplines in the AEC industry. The authors propose an application logic that works as a framework in assisting the evaluation process of multidisciplinary design. Parametric design templates assist in channeling and integrating information generated during the design process.
series CAAD Futures
last changed 2007/07/06 10:47

_id sigradi2006_e149b
id sigradi2006_e149b
authors Kendir, Elif
year 2006
title Pręt-ŕ-Construire – An Educational Inquiry into Computer Aided Fabrication
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 162-165
summary This paper aims to show and discuss the relevance of developing necessary strategies for reintegrating the concept of fabrication into the architectural design process. The discussion will be partly based on the outcome of a graduate architectural design studio conducted in Spring semester 2002-2003. The graduate studio was part of a series of exploratory studies conducted on the nature of architectural design process transformed by information technologies. Preceded by studios investigating cognition and representation, this last studio focused on the concept of fabrication. The overarching aim of the studio series was to put CAD and CAM in context both within the actual architectural design process and within architectural education. The last of this series, which will be discussed within the frame of this paper, has specifically focused on CAM and the concept of fabrication in architecture. In accordance with the nature of a design studio, the research was more methodological than technical. The studio derived its main inspiration from the constructional templates used in dressmaking, which can be considered as an initial model for mass customization. In this context, the recladding of Le Corbusier’s Maison Domino was given as the main design problem, along with several methodological constraints. The main constraint was to develop the design idea through constructional drawings instead of representational ones. The students were asked to develop their volumetric ideas through digital 3D CAD models while working out structural solutions on a physical 1/50 model of Maison Domino. There was also a material constraint for the model, where only specified types of non-structural paper could be used. At this stage, origami provided the working model for adding structural strength to sheet materials. The final outcome included the explanation of different surface generation strategies and preliminary design proposals for their subcomponents. The paper will discuss both the utilized methodology and the final outcome along the lines of the issues raised during the studio sessions, some of which could be decisive in the putting into context of CAD – CAM in architectural design process. One such issue is mass customization, that is, the mass production of different specific elements with the help of CAM technologies. Another issue is “open source” design, indicating the possibility of a do-it-yourself architecture, where architecture is coded as information, and its code can be subject to change by different designers. The final key issue is the direct utilization of constructional drawings in the preliminary design phase as opposed to representational ones, which aimed at reminding the designer the final phase of fabrication right from the beginning. Finally, the paper will also point at the problems faced during the conduct of the studio and discuss those in the context of promoting CAM for architectural design and production in countries where there is no actual utilization of these technologies for these purposes yet.
keywords Education; Fabrication; CAM
series SIGRADI
last changed 2016/03/10 08:53

_id caadria2009_097
id caadria2009_097
authors Lin, Chieh-Jen; Mao-Lin Chiu
year 2009
title Open Case Study
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 393-399
summary The aim of the paper is to establish an ontology-based case encoding tool with sufficient formalization and expansibility to assist users for organizing the case information and increasing the feasibility of the design knowledge in a case library. The tool is named Open Case Study (OCS). OCS is a formalized and expandable tool for authoring metadata of a case library and organizing them by their semantic ontology. By using the templates constructed by design experts, such as design teachers or experienced architects, OCS provides the user with explicit but adaptable guidelines for case analysis and encoding. OCS then performs the searching and mapping function provided by Open Ontology. Thus, when the user is encoding the information segments of cases, relevant knowledge chunks in the case library can then be immediately provided, such as relevant senses in similar cases, all atoms of a relevant sense, and known value ranges of a relevant property. This assists users to avoid data mistake and duplication in encoding design cases.
keywords Case library; design knowledge; knowledge representation; semantic ontology; and metadata
series CAADRIA
last changed 2012/05/30 19:29

_id caadria2008_40_session4b_328
id caadria2008_40_session4b_328
authors Lin, Chieh-Jen; Mao-Lin Chiu
year 2008
title Open Ontology: A Self-Organizing Tool for Knowledge Acquisition in a Case Library
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 328-334
summary This paper is aimed to establish a sufficiently formalized, expandable metadata authoring tool of a case library based on ontology methodologies of AI. This tool cannot only self-organize facts of cases’ features, but can also guide users to arrange those facts into a formalized structure to facilitate design reasoning. Then knowledge experts, such as design instructors or project managers, can apply this tool to author and organize metadata of cases’ features in order to build knowledge templates for special situations. Beginners, such as students or assistants, can apply those templates to indicate and analyze facts of collected cases’ features and acquire essential knowledge in solving problems. Finally, through easily recognized semantic relations of metadata, facts of cases’ features can be self-organized, and the system can apply data mining techniques to detect and discover hidden knowledge patterns among facts of cases’ features.
keywords Case Library; Design Knowledge; Knowledge Representation; Semantic Ontology; and Data Mining
series CAADRIA
last changed 2012/05/30 19:29

_id fcb4
id fcb4
authors Loemker, Thorsten Michael
year 2006
title Solving Revitalization-Problems by the Use of a Constraint Programming Language
source IKM 2006, International Conference on the Applications of Computer Science and Mathematics in Architecture and Civil Engineering, Weimar, July 2006
summary This research focuses on an approach to describe principles in architectural layout planning within the domain of revitalization. With the aid of mathematical rules, which are executed by a computer, solutions to design problems are generated. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems in architectural layout planning. To avoid conflicts relating to theoretical subtleness, a customary approach adopted from Operations Research has been chosen in this work [1]. In this approach, design is a synonym for planning, which could be described as a systematic and methodical course of action for the analysis and solution of current or future problems. The planning task is defined as an analysis of a problem with the aim to prepare optimal decisions by the use of mathematical methods. The decision problem of a planning task is represented by an optimization model and the application of an efficient algorithm in order to aid finding one or more solutions to the problem. The basic principle underlying the approach presented herein is the understanding of design in terms of searching for solutions that fulfill specific criteria. This search is executed by the use of a constraint programming language.
keywords Revitalization, Optimization, Constraint Programming, OPL
series other
type short paper
last changed 2008/10/13 12:02

_id 2d82
authors Radford, Anthony D., Oxman, Robert and Oxman, Rivka
year 1988
title Design Teaching: The Language of Architectural Plans
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 99-110
summary The aims, operation and student reaction to a design studio course for beginning architecture students on the syntax of architectural plans are described. The course is highly structured and draws from computer graphics templates and a teaching manual which set up a series of exercises. The process of learning comes from execution of the exercises and from associated reading, discussion and debate on architectural planning issues.

series ACADIA
last changed 2003/05/16 17:23

_id b654
authors Sacks, R. and Warszawski, A.
year 1997
title A project model for an automated building system: design and planning phases
source Automation in Construction 7 (1) (1997) pp. 21-34
summary The purpose of an automated building system (ABS) is to automatically generate maximum information and the related documents for the preliminary design, detailed design and construction planning of a building project. The ABS under development, described in this paper, includes features such as: representation of project information by a tri-hierarchical project model, step-by-step progress through predefined design and construction planning stages, use of knowledge-based modules, linkage to various data bases, and implementation of intelligent parametric `templates' of building layouts and work assemblies. The main benefits of the system are the high quality of generated information, and the considerable saving of human input needed for this purpose. The project model for the system is described in the paper and various knowledge modules are defined with respect to their input and output. Interface screens and drawings from a prototypical testing of the system are also presented.
series journal paper
last changed 2003/05/15 19:23

_id bae5
authors Sacks, R., Warszawski, A. and Kirsch, Uri
year 2000
title Structural design in an automated building system
source Automation in Construction 10 (1) (2000) pp. 181-197
summary Structural design of buildings has proven particularly difficult to automate. Parametric templates are too limited to be practicable, and pure AI-based approaches have found little application in design offices. This paper presents `Intelligent Parametric Templates' (IPT) for structural design within an Automated Building System. It demonstrates that, for rectangular plan building types, comprehensive automation of general and detailed structural design is feasible. The software `knowledge modules' that were developed deal with rectangular buildings. IPTs for two complete slab solutions have been implemented.
series journal paper
last changed 2003/05/15 19:23

_id 87d2
authors Serrano, J.G., Coll, J., Melero, J.C. and Burry, Mark
year 1993
title The Need to Step Beyond Conventional Architectural Software
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary The Sagrada Familia Church has appointed two groups of consultants to assist the translation of Gaudi's 1:10 scaled models of the nave into coherent information from which to build. One team has been undertaking the static analysis of the nave roof vault structure and the other the study of the complexities of Gaudi's composition in order to provide full-scale production templates and models for the walls. Both teams had begun using the same basic CAD package and both have had to move onto high-end and very expensive solid-modelling software normally used by mechanical engineers and vehicle designers. Both groups are collaborating together with different accents despite an improbable geographical separation. The original problem, one of intersecting ruled-surfaces accurately to reflect the geometries of the surviving fragments of the original models, has led to surprising possibilities which were not anticipated at the outset. Currently the potential of parametric variation and associative geometries are being investigated as a mirror for some of the intuitive design process and finite element analysis is being considered as a means of interactively analysing the structural implications for each study. The software being used also has a powerful ray-tracing module; rather than being simply a tool to produce eye-catching 'realistic' renderings it has proved to be invaluable in allowing the computer user to understand the spatial complexities of the components being studied. This paper discusses the merits of an architecture so demanding (despite having been designed at the beginning of this century) that it requires the most costly equipment in today's market and it will consider the proposition that in ordinary circumstances, an architecture too complex to be described using basic CAD tools is an architecture beyond our reach. The interdisciplinary nature of the diverse and powerful modules within the software referred to will be used to contest this proposition using the presence of both teams in schools of architecture as evidence.
series eCAADe
last changed 1998/08/24 08:40

_id 5b89
id 5b89
authors Sevaldson, Birger
year 2005
title Developing Digital Design Techniques Investigations on Creative Design Computing
source Oslo School of Architecture and Design, PHD-Thesis
summary 1.1. The themes in this theses 16 1.1.1. Mind the mind gap 16 1.1.2. Prologue: The World Center for Human Concerns 17 1.1.3. Creative computer use 26 1.1.4. Design strategies and techniques 31 1.2. Overview 33 1.2.1. Main issues 34 1.2.2. The material 36 1.2.3. The framework of this thesis 37 2. CURRENT STATE AND BACKGROUND 39 2.1. New tools, old thoughts. 39 2.1.1. A misuse strategy 44 2.1.2. Emergence in design 47 2.1.3. Programming and design 50 2.1.4. Artificial intelligence 53 2.1.5. Human intelligence and artificial representations 53 2.2. Electronic dreams 54 2.2.1. The dream of intuitive software 55 2.2.2. The dream of the designing machine 60 2.2.3. The dream of self-emerging architecture; genetic algorithms in design 61 2.2.4. A cultural lag 62 2.3. Ideas and ideology 64 2.3.1. A personal perspective on the theories of the 1990s 65 2.3.2. "The suffering of diagrams" 68 2.3.3. Architectural theory and design methodology 69 2.4. Ideas on creativity 72 2.4.1. What is creativity? 73 2.4.2. Creativity, a cultural phenomenon. 75 2.4.3. Creativity in the information age 79 2.4.4. Creativity-enhancing techniques 81 2.4.5. Crucial fiicro-cultures 82 2.4.6. A proposal for a practitioner approach to creativity 83 2.5. Summary and conclusion of part 2 84 3. NEW DESIGN TECHNIQUES 86 3.1. Introduction 86 3.2. New technology - new strategy 87 3.3. Thinking through design practice: the inspirational playful design approach 88 3.4. A Corner stone: emergence 89 3.4.1. The source material 94 3.5. Recoding, translation and interpretation 95 A case: Tidsrom 97 3.6. Reconfiguring schemata 109 3.7. Rules and games 113 3.8. Virtuality and virtual models 118 3.8.1. What is "The Virtual"? 118 3.8.2. Virtual reality 119 Investigating "the virtual" 120 3.8.3. Analysing the virtual 126 3.9. Visual thinking (diagrams and visual thinking) 130 3.9.1. Visual Thinking and Abstraction. 130 3.9.2. A heuristic process 132 3.9.3. Visual thinking, skills and tacit knowledge 132 3.9.4. Media for visual thinking 133 3.10. Diagrammatic thinking 138 3.10.1. Descriptive diagrams 142 3.10.2. Generative diagrams 144 3.10.3. Versioning 149 3.10.4. Finding 153 3.10.5. Translation and interpretation 158 3.10.6. From generative diagram to program 168 3.10.7. Dynamic generative diagrams 171 3.11. The question of selection 175 3.12. Summary and conclusion of part 3 178 4. WAYS OF WORKING: FROM DESIGN PRACTICE TOWARDS THEORY AND DIGITAL DESIGN METHODS 179 4.1. Introduction 179 4.1.1. Practice-based research 180 4.1.2. Visual material is central. 180 4.1.3. Two investigation paths 180 4.1.4. Achievements 180 4.2. Methods 181 4.2.1. Explorative and generative research 182 4.2.2. A first-person approach 183 4.2.3. Analysis 184 4.2.4. The Material 185 4.3. Systematising creative computer use. Ways of working; techniques in creative computer use. 186 4.3.1. Categorization 186 4.3.2. Mapping the field of design computing. 187 4.3.3. Generic techniques 190 4.3.4. Specific techniques 192 4.3.5. Table of techniques 193 4.3.6. Examples of techniques 200 4.3.7. Traces of technology. 213 4.4. The further use of the generated material 219 4.4.1. Realisation strategies 221 4.4.2. Templates and scaffolds 223 4.5. Summary of Part 4 240 PART 5. WAYS OF THINKING: INTENTIONS IN CREATIVE COMPUTER USE. 241 5.1. Intentions 241 5.1.1. Categorising intentions 242 5.2. Intention themes 243 5.2.1. Cases and samples from Group one: Formal, phenomenal, spatial and geometrical themes 244 5.2.2. Intentions of response to the complexity of urban systems 297 5.3. The Hybrid Process 317 5.3.1. Hybridization strategies 319 5.3.2. The hybrid process and its elements. 328 6. SUMMARY AND CONCLUSIONS 344 6.1. Principles, concepts and methods for creative design computing 344 6.2. A new type of creativity? 348 6.3. A practice as the field for an investigation 349 6.4. Suggestions for further studies 349
series thesis:PhD
type normal paper
last changed 2007/04/08 14:11

_id a234
authors Von Wodtke, M.
year 1999
title Design with digital tools
source Mc Graw Hill.
summary Delivers ready-to-use professional guidance on the tools that are revolutionizing the design professions. Helps you and your design team use the information technology more effectively and also helps you engage your clients online. You get hands-on help with the nuts-and-bolts of finding free information and images quickly, applying templates and applets, gaining access to detail, libraries, and smoothing workflow with management and collaborative tools. On the CD-ROM: * High-speed tools for design stages * Links to online resources * Create in information environments * Master digital modeling & imaging * Apply CAD in drafting and design * Design special effects, multimedia, and presentations * Navigate geographic information systems * Manipulate virtual reality * Create a state-of-the-art design office
series other
last changed 2003/04/23 13:14

_id ce86
authors Von Wodtke, Mark
year 1999
title Design with Digital Tools : Using New Media Creatively
source McGraw Hill (Tx)
summary Now, you can dive into all aspects of digital design confidentlywith this vital skill-building resource. Written by noted designer, educator, and author Mark von Wodtke, this new, perfectly timed book delivers ready-to-use professional guidance on the tools that are revolutionizing the design professions. It can help you and your design team use information technology more effectively and also help you engage your clients online. Use this book in your office, or in courses teaching design and the effective use of new media. With scores of examples, methods, strategies, and techniques, Mark von Wodtke hands you everything you need to work your way through 3-D prototyping, virtual reality environments, CAD programs, multimedia, and much more. In addition, you get hands-on help with the nuts-and-bolts of finding free information and images quickly, applying templates and applets, gaining access to detail, libraries, and smoothing workflow with management and collaborative tools.
series other
last changed 2003/02/26 17:58

_id e924
authors Willems, P.H., Kuiper, P. and Luiten, G.T. (et al)
year 1991
title A Framework for Evolutionary Information Model Development
source The Computer Integrated Future, CIB W78 Seminar. September, 1991. Unnumbered :ill. includes bibliography
summary Large scale information modelling projects, like the development of ISO/STEP, require a modelling approach that does not develop a new model from scratch, but rather base it on a more generic model which, in turn, is based on an even more abstract model, etc. The resulting structure shows a layered framework. On top of which can be found the most generic concepts and downward the more specific concepts with increased semantics. The benefits of such a model development approach are improvements in: version management, object orientated modelling, concurrent model development, controlled change, standardized interfaces, conformance testing etc. This paper describes an environment which supports the development of a new model out of one or more generic parent models. The generation process consists of two steps. In the first step entities of the parent models can be instanciated while constraining the inherited behavior and introducing new behavior. In fact this process is identical with instanciating run time objects from class templates in the object oriented paradigm. However, in the authors' development environment an important (inherited) property of each entity is self-reproduction. In the second step, therefore, each instance is forced to represent its run time state into some kind of information modelling language specification. Appropriate measures are taken to guarantee that the resulting model will conform the behavior of its parent model(s). The paper demonstrates this approach in a multi-layered example currently being implemented and explores several implementation issues
keywords product modeling, standards, integration, abstraction, OOPS
series CADline
last changed 2003/06/02 11:58

_id caadria2014_218
id caadria2014_218
authors Özgan, Sibel Yasemin and Mine Özkar
year 2014
title Playing by the Rules
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 23–32
summary Despite reservations for the rule-based perspective of design with regards to creativity, the role and the potential of rules is instrumental in reflective design thinking. Rules enable sensible and functional conversations about the process. Working with (and mastering) a small rule set is common amongst artists as well. Escher developed rules based on the shape combinations in Majolica tiles to investigate regular plane divisions in his own work. Dwelling on a rule set allows for explorations in a rich design space that result in new series of works. Escher’s published sketches show that throughout his artworks, keenness in seeing shape relations and an ability in manipulating simple shape rules leads to numerous artworks from the same tessellations. Through a visual and rule-based analysis of artistic tiling in Escher’s work, the paper provides a computational perspective on analytical methods for design.
keywords Shape; Shape Grammars; Art; Rule-based Design; Rules as templates; Escher
series CAADRIA
last changed 2014/04/22 08:23

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