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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_id 98bd
authors Pea, R.
year 1993
title Practices of Distributed Intelligence and Designs for Education
source Distributed Cognitions, edited by G. Salomon. New York, NY: CambridgeUniversity Press
summary v Knowledge is commonly socially constructed, through collaborative efforts... v Intelligence may also be distributed for use in designed artifacts as diverse as physical tools, representations such as diagrams, and computer-user interfaces to complex tasks. v Leont'ev 1978 for activity theory that argues forcibly for the centrality of people-in-action, activity systems, as units of analysis for deepening our understanding of thinking. v Intelligence is distributed: the resources that shape and enable activity are distributed across people, environments, and situations. v Intelligence is accomplished rather than possessed. v Affordance refers to the perceived and actual properties of a thing, primarily those functional properties that determine how the thing could possibly be used. v Norman 1988 on design and psychology - the psychology of everyday things" v We deploy effort-saving strategies in recognition of their cognitive economy and diminished opportunity for error. v The affordances of artifacts may be more or less difficult to convey to novice users of these artifacts in the activities to which they contribute distributed intelligence. v Starts with Norman's seven stages of action Ø Forming a goal; an intention § Task desire - clear goal and intention - an action and a means § Mapping desire - unable to map goal back to action § Circumstantial desire - no specific goal or intention - opportunistic approach to potential new goal § Habitual desire - familiar course of action - rapidly cycle all seven stages of action v Differentiates inscriptional systems from representational or symbol systems because inscriptional systems are completely external, while representational or symbol systems have been used in cognitive science as mental constructs. v The situated properties of everyday cognition are highly inventive in exploiting features of the physical and social situation as resources for performing a task, thereby avoiding the need for mental symbol manipulations unless they are required by that task. v Explicit recognition of the intelligence represented and representable in design, specifically in designed artifacts that play important roles in human activities. v Once intelligence is designed into the affordances properties of artifacts, it both guides and constrains the likely contributions of that artifact to distributed intelligence in activity. v Culturally valued designs for distributed intelligence will change over time, especially as new technology becomes associated with a task domain. v If we treat distributed intelligence in action as the scientific unit of analysis for research and theory on learning and reasoning... Ø What is distributed? Ø What constraints govern the dynamics of such distributions in different time scales? Ø Through what reconfigurations of distributed intelligence might the performance of an activity system improve over time? v Intelligence is manifest in activity and distributed in nature. v Intelligent activities ...in the real world... are often collaborative, depend on resources beyond an individual's long-term memory, and require the use of information-handling tools... v Wartofsky 1979 - the artifact is to cultural evolution what the gene is to biological evolution - the vehicle of information across generations. v Systems of activity - involving persons, environment, tools - become the locus of developmental investigation. v Disagrees with Salomon et al.'s entity-oriented approach - a language of containers holding things. v Human cognition aspires to efficiency in distributing intelligence - across individuals, environment, external symbolic representations, tools, and artifacts - as a means of coping with the complexity of activities we often cal "mental." "
series other
last changed 2003/04/23 15:14

_id af53
authors Boyer, E. and Mitgang, L.
year 1996
title Building community: a new future for architecture education and practice
source Carnegie Foundation for the Advancement of Teaching
summary Internships, before and after graduation, are the most essential link connecting students to the world of practice. Yet, by all accounts, internship is perhaps the most troubled phase of the continuing education of architects. During this century, as architectural knowledge grew more complex, the apprenticeship system withered away and schools assumed much of the responsibility for preparing architects for practice. However, schools cannot do the whole job. It is widely acknowledged that certain kinds of technical and practical knowledge are best learned in the workplace itself, under the guidance of experienced professionals. All state accrediting boards require a minimum period of internship-usually about three years-before a person is eligible to take the licensing exam. The National Council of Architectural Registration Boards (NCARB) allows students to earn up to two years of work credit prior to acquisition of an accredited degree. The Intern Development Program (IDP), launched by NCARB and the American Institute of Architects in 1979, provides the framework for internship in some forty states. The program was designed to assure that interns receive adequate mentoring, that experiences are well-documented, and that employers and interns allocate enough time to a range of educational and vocational experiences to prepare students for eventual licensure. As the IDP Guidelines state, "The shift from school to office is not a transition from theory to pragmatism. It is a period when theory merges with pragmatism.... It's a time when you: apply your formal education to the daily realities of architectural practice; acquire comprehensive experience in basic practice areas; explore specialized areas of practice; develop professional judgment; continue your formal education in architecture; and refine your career goals." Whatever its accomplishments, however, we found broad consensus that the Intern Development Program has not, by itself, solved the problems of internship. Though we found mutually satisfying internship programs at several of the firms we visited or heard about around the country, at many others interns told us they were not receiving the continuing education and experience they needed. The truth is that architecture has serious, unsolved problems compared with other fields when it comes to supplying on-the-job learning experiences to induct students into the profession on a massive scale. Medicine has teaching hospitals. Beginning teachers work in actual classrooms, supported by school taxes. Law offices are, for the most part, in a better financial position to support young lawyers and pay them living wages. The architecture profession, by contrast, must support a required system of internship prior to licensure in an industry that has neither the financial resources of law or medicine, the stability and public support of teaching, nor a network of locations like hospitals or schools where education and practice can be seamlessly connected. And many employers acknowledged those problems. "The profession has all but undermined the traditional relationship between the profession and the academy," said Neil Frankel, FAIA, executive vice president of Perkins & Will, a multinational firm with offices in New York, Chicago, Washington, and London. "Historically, until the advent of the computer, the profession said, 'Okay, go to school, then we in the profession will teach you what the real world is like.' With the coming of the computer, the profession needed a skill that students had, and has left behind the other responsibilities." One intern told us she had been stuck for months doing relatively menial tasks such as toilet elevations. Another intern at a medium-sized firm told us he had been working sixty to seventy hours per week for a year and a half. "Then my wife had a baby and I 'slacked off' to fifty hours. The partner called me in and I got called on the carpet for not working hard enough." "The whole process of internship is being outmoded by economics," one frustrated intern told us. "There's not the time or the money. There's no conception of people being groomed for careers. The younger staff are chosen for their value as productive workers." "We just don't have the best structure here to use an intern's abilities to their best," said a Mississippi architect. "The people who come out of school are really problems. I lost patience with one intern who was demanding that I switch him to another section so that he could learn what he needed for his IDP. I told him, 'It's not my job to teach you. You are here to produce.'" What steps might help students gain more satisfying work opportunities, both during and after graduation?
series other
last changed 2003/04/23 15:14

_id ga0015
id ga0015
authors Daru, R., Vreedenburgh, E. and Scha, R.
year 2000
title Architectural Innovation as an evolutionary process
source International Conference on Generative Art
summary Traditionally in art and architectural history, innovation is treated as a history of ideas of individuals (pioneers), movements and schools. The monograph is in that context one of the most used forms of scientific exercise. History of architecture is then mostly seen as a succession of dominant architectural paradigms imposed by great architectural creators fighting at the beginning against mainstream establishment until they themselves come to be recognised. However, there have been attempts to place architectural innovation and creativity in an evolutionary perspective. Charles Jencks for example, has described the evolution of architectural and art movements according to a diagram inspired by ecological models. Philip Steadman, in his book "The Evolution of Designs. Biological analogy in architecture and the applied arts" (1979), sketches the history of various biological analogies and their impact on architectural theory: the organic, classificatory, anatomical, ecological and Darwinian or evolutionary analogies. This last analogy "explains the design of useful objects and buildings, particularly in primitive society and in the craft tradition, in terms of a sequence of repeated copyings (corresponding to inheritance), with small changes made at each stage ('variations'), which are then subjected to a testing process when the object is put into use ('selection')." However, Steadman has confined his study to a literature survey as the basis of a history of ideas. Since this pioneering work, new developments like Dawkins' concept of memes allow further steps in the field of cultural evolution of architectural innovation. The application of the concept of memes to architectural design has been put forward in a preceding "Generative Art" conference (Daru, 1999), showing its application in a pilot study on the analysis of projects of and by architectural students. This first empirical study is now followed by a study of 'real life' architectural practice. The case taken has a double implication for the evolutionary analogy. It takes a specific architectural innovative concept as a 'meme' and develops the analysis of the trajectory of this meme in the individual context of the designer and at large. At the same time, the architect involved (Eric Vreedenburgh, Archipel Ontwerpers) is knowledgeable about the theory of memetic evolution and is applying a computer tool (called 'Artificial') together with Remko Scha, the authoring computer scientist of the program who collaborates frequently with artists and architects. This case study (the penthouse in Dutch town planning and the application of 'Artificial') shall be discussed in the paper as presented. The theoretical and methodological problems of various models of diffusion of memes shall be discussed and a preliminary model shall be presented as a framework to account for not only Darwinian but also Lamarckian processes, and for individual as well as collective transmission, consumption and creative transformation of memes.
keywords evolutionary design, architectural innovation, memetic diffusion, CAAD, penthouses, Dutch design, creativity, Darwinian and Lamarckian processes
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2ccd
authors Kalisperis, Loukas N.
year 1994
title 3D Visualization in Design Education
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 177-184
doi https://doi.org/10.52842/conf.acadia.1994.177
summary It has been said that "The beginning of architecture is empty space." (Mitchell 1990) This statement typifies a design education philosophy in which the concepts of space and form are separated and defined respectively as the negative and positive of the physical world, a world where solid objects exist and void-the mere absence of substance-is a surrounding atmospheric emptiness. Since the beginning of the nineteenth century, however, there has been an alternative concept of space as a continuum: that there is a continuously modified surface between the pressures of form and space in which the shape of the space in our lungs is directly connected to the shape of the space within which we exist. (Porter 1979). The nature of the task of representing architecture alters to reflect the state of architectural understanding at each period of time. The construction of architectural space and form represents a fundamental achievement of humans in their environment and has always involved effort and materials requiring careful planning, preparation, and forethought. In architecture there is a necessary conversion to that which is habitable, experiential, and functional from an abstraction in an entirely different medium. It is often an imperfect procedure that centers on the translation rather than the actual design. Design of the built environment is an art of distinctions within the continuum of space, for example: between solid and void, interior and exterior, light and dark, or warm and cold. It is concerned with the physical organization and articulation of space. The amount and shape of the void contained and generated by the building create the fabric and substance of the built environment. Architecture as a design discipline, therefore, can be considered as a creative expression of the coexistence of form and space on a human scale. As Frank Ching writes in Architecture: Form, Space, and Order, "These elements of form and space are the critical means of architecture. While the utilitarian concerns of function and use can be relatively short lived, and symbolic interpretations can vary from age to age, these primary elements of form and space comprise timeless and fundamental vocabulary of the architectural designer." (1979)

series ACADIA
email
last changed 2022/06/07 07:52

_id 2c14
authors Sharji, E.A., Hussain, H. and Ahmad, R.E.
year 2002
title Electronic Gallery : Case Study of A New Design Approach in Malaysia
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 370-373
doi https://doi.org/10.52842/conf.ecaade.2002.370
summary A building comprises of more than the skin and the structural works. It is the soul that comes in the form of SPACE that is intriguing and provokes the mind. To be able to experience a building relies heavily on the spatial concept and internal lay out. How one is captured right from entering the entrance and through the layering of space, of horizontal and vertical planes and finally the euphoria, or depressed feeling that concludes the tour depending on the feeling intended (Miller, 1995). The common norm at present celebrates the outer skin and grandeur of facades. Not many include the hidden grids and fragmentation that can lead to a surprisingly good form AND space. Thus a number of them fail, in the sense of a sensuous building. ‘The circulation path can be conceived as the perceptual thread that links the spaces of a building or any series of interior or exterior spaces, together. Since we move in TIME, through SEQUENCE of SPACES, we experience a space in relation to where we’ve been, and where we anticipate going’ (Ching, 1979). This research intends to study and analyze the unconventional electronic gallery or ‘e-gallery’ as a versatile hybrid container. The focus of the research will be on documenting spaces in the e-gallery, bringing to light the unlimited possibilities that can take place in such a space.
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2018_033
id caadria2018_033
authors Bai, Nan and Huang, Weixin
year 2018
title Quantitative Analysis on Architects Using Culturomics - Pattern Study of Prizker Winners Based on Google N-gram Data
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 257-266
doi https://doi.org/10.52842/conf.caadria.2018.2.257
summary Quantitative studies using the corpus Google Ngram, namely Culturomics, have been analyzing the implicit patterns of culture changes. Being the top-standard prize in the field of Architecture since 1979, the Pritzker Prize has been increasingly diversified in the recent years. This study intends to reveal the implicit pattern of Pritzker Winners using the method of Culturomics, based on the corpus of Google Ngram to reveal the relationship of the sign of their fame and the fact of prize-winning. 48 architects including 32 awarded and 16 promising are analyzed in the printed corpus of English language between 1900 and 2008. Multiple regression models and multiple imputation methods are used during the data processing. Self-Organizing Map is used to define clusters among the awarded and promising architects. Six main clusters are detected, forming a 3×2 network of fame patterns. Most promising architects can be told from the clustering, according to their similarity to the more typical prize winners. The method of Culturomics could expand the sight of architecture study, giving more possibilities to reveal the implicit patterns of the existing empirical world.
keywords Culturomics; Google Ngram; Pritzker Prize; Fame Pattern; Self-Organizing Map
series CAADRIA
email
last changed 2022/06/07 07:54

_id 6733
authors Bettels, Juergen and Myers, David R.
year 1986
title The PIONS Graphics System
source IEEE Computer Graphics and Applications. July, 1986. vol. 6: pp. 30-38 : col. ill. includes a short bibliography
summary During 1979, CERN began to evaluate how interactive computer graphics displays could aid the analysis of high-energy physics experiments at the new Super Proton Synchrotron collider. This work led to PIONS, a 3D graphics system, which features the ability to store and view hierarchical graphics structures in a directed-acyclic-graph database. It is possible to change the attributes of these structures by making selections on nongraphical information also stored in the database. PIONS is implemented as an object-oriented message-passing system based on SmallTalk design principles. It supports multiple viewing transformations, logical input devices, and 2D and 3D primitives. The design allows full use to be made of display hardware that provides dynamic 3D picture transformation
keywords visualization, computer graphics, database, systems, modeling
series CADline
last changed 2003/06/02 13:58

_id 819a
authors Brassel, Kurt E. and Fegeas, Robin
year 1979
title An Algorithm for Shading of Regions on Vector Display Devices
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 126- 133 : ill. includes bibliography
summary The display of shaded polygons by line, cross-hatch, and dot patterns on vector devices is a task frequently used in computer graphics and computer cartography. In applications such as the production of shaded maps polygon shading turns out to be critical with respect to time requirements, and the development of efficient algorithms is of importance. Given an arbitrary polygon in the plane without self-crossing edges (simply-connected polygon), the task at hand is to shade this polygon with one or two sets of parallel lines where for each set a shading angle and a line distance are given. The basic concept of this new algorithm is to decompose the polygon into a set of mutually exclusive trapezoids (in special cases triangles) where the parallel edges of the trioxides are parallel to the desired shading lines. These trapezoids and triangles are then shaded in a fast procedure. In its present form the algorithm handles regions with up to 300 islands. Possible extensions include the construction of dash and cross patterns
keywords algorithms, polygons, software, computer graphics, shading, GIS, mapping, drafting, information
series CADline
last changed 2003/06/02 13:58

_id 6d0b
authors Brown, Bruce Eric
year 1979
title Computer Graphics for Large Scale Two- and Three-Dimensional Analysis of Complex Geometries
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 33-40 : ill. includes bibliography
summary A comprehensive set of programs have been developed for analysis of complex two- and three- dimensional geometries. State of the art finite element and hydrodynamic codes are being used for the analytical portion of the work. Several additional codes depending heavily on graphics have been developed to assist the analytical effort. These are basically used for the pre- and post-processing of the data. Prior to running any analysis, the geometry of the body of interest must be represented in the form of small 'finite elements.' After the analysis is run, the data must be post-processed. Both spatial and temporal data exist in the database. It is the database between the analysis codes and the post- processors which allows a wide variety of analysis codes to use the same post-processors. The temporal plotting codes produce time histories for specified quantities (i.e. temperature, pressure, velocity, stress, etc.) at various locations within the body. They may also produce cross-plots of these variables (i.e. stress vs. strain at a particular position). One of the two codes used for plotting of the spatial data is for two-dimensional geometries and the other for three-dimensional models. For three dimensions, the Watkins' hidden surface / line processor is utilized for plots. The spatial plotters display contour lines on vector output devices and color fringes (or gray values) on raster output devices. They both may also display deformed geometries. Further the three-dimensional code has extensive animation capabilities for movie productions
keywords computer graphics, finite elements, modeling, engineering, database, animation, mechanical engineering
series CADline
last changed 1999/02/12 15:07

_id 4966
authors Kaplan, Michael and Greenberg, Donald P.
year 1979
title Parallel Processing Techniques for Hidden Surface Removal
source SIGGRAPH '79 Conference Proceedings. 1979. vol. 13 ; no. 2: pp. 300-307 : ill. includes bibliography
summary Previous work in the hidden-surface problem has revealed two key concepts. First, the removal of non-visible surfaces is essentially a sorting problem. Second, some form of coherence is essential for the efficient solution of this problem. In order to provide real-time simulations, it is not only the amount of sorting which must be reduced, but the total time required for computation. One potentially economic strategy to attain this goal is the use of parallel processor systems. This approach implies that the computational time will no longer be dependent on the total amount of sorting, but more on the appropriate division of responsibility. This paper investigates two existing algorithmic approaches to the hidden-surface problem with a view towards their applicability to implementation on a parallel machine organization. In particular, the statistical results of a parallel processor implementation indicate the difficulties stemming from a loss of coherence and imply potentially important design criteria for a parallel configuration
keywords computer graphics, rendering, display, hidden surfaces, parallel processing, algorithms
series CADline
last changed 2003/06/02 13:58

_id c6a9
authors Kay, Douglas Scott and Greenberg, Donald P.
year 1979
title Transparency for Computer Synthesized Images
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 158-164 : ill. (some col.). includes bibliography
summary Simple transparency algorithms which assume a linear transparency over an entire surface are the type most often employed to produce computer synthesized images of transparent objects with curved surfaces. Although most of the images created with these algorithms do give the impression of transparency, they usually do not look realistic. One of the most serious problems is that the intensity of the light that is transmitted through the objects is generally not proportional to the amount of material through which it must pass. Another problem is that the image seen behind the objects is not distorted as would naturally occur when the light is refracted as it passes through a material of different density. Use of a non-linear transparency algorithm can provide a great improvement in the realism of an image at a small additional cost. Making the transparency proportional to the normal to the surface causes it to decrease towards the edges of the surface where the path of the light through the object is longer. The exact simulation of refraction, however, requires that each sight ray be individually traced from the observer, through the picture plane and through each transparent object until an opaque surface is intersected. Since the direction of the ray would change as each material of differing optical density was entered, the hidden surface calculations required would be very time consuming. However, if a few assumptions are made about the geometry of each object and about the conditions under which they are viewed, a much simpler algorithm can be used to approximate the refractive effect. This method proceeds in a back-to-front order, mapping the current background image onto the next surface, until all surfaces have been considered
keywords computer graphics, shading, transformation, display, visualization, algorithms, realism
series CADline
last changed 2003/06/02 13:58

_id 8023
authors Lang, M.S., Cohen, R.L. and Eschenberg, K.E. (et al)
year 1979
title Implementation of An Interactive Computer Graphics Environment at NASA/JSC
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 246-252 : ill. includes bibliography
summary The implementation of visually-oriented software for graphics support on the high-performance computer graphics hardware at NASA's Johnson Space Center is the latest step in the evolution of an interactive computer applications technology being developed by the Computer Graphics Group at The Applied Research Laboratory of Penn State University. This technology is designed to aid the typical scientist or engineer in learning and using computer graphics productively, including writing his own programs and interfacing to software specialists who will write and maintain his programs. Key aspects of the current development include the creation and incorporation of a visually-oriented learning package for graphics geometric perception and graphics programming, as well as a sophisticated control environment which aides the user in obtaining a quick understanding of and access to the system. Preliminary results indicate that this software support can substantially reduce the start-up time for a novice graphics user with some background in Fortran
keywords computer graphics, user interface, software, learning, programming, control, education
series CADline
last changed 2003/06/02 13:58

_id 69b3
authors Markelin, Antero
year 1993
title Efficiency of Model Endoscopic Simulation - An Experimental Research at the University of Stuttgart
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 31-34
summary At the Institute of Urban Planning at the University of Stuttgart early experiments were made with the help of endoscopes in the late 1970’s. The intention was to find new instruments to visualize urban design projects. The first experiment included the use of a 16 mm film of a 1:170 scale model of the market place at Karlsruhe, including design alternatives (with trees, without trees etc). The film was shown to the Karlsruhe authorities, who had to make the decision about the alternatives. It was said, that the film gave a great help for the decision-making and a design proposition had never before been presented in such understandable way. In 1975-77, with the support of the Deutsche Forschungsgemeinschaft (German Research Foundation) an investigation was carried out into existing endoscopic simulation facilities, such as those in Wageningen, Lund and Berkeley. The resulting publication was mainly concerned with technical installations and their applications. However a key question remained: ”Can reality be simulated with endoscopy?” In 1979-82, in order to answer that question, at the Institute was carried out the most extensive research of the time, into the validity of endoscopic simulation. Of special importance was the inclusion of social scientists and psychologists from the University of Heidelberg and Mannheim. A report was produced in 1983. The research was concerned with the theory of model simulation, its ways of use and its users, and then the establishment of requirements for effective model simulation. For the main research work with models or simulation films, psychological tests were developed which enabled a tested person to give accurate responses or evidence without getting involved in alien technical terminology. It was also thought that the use of semantic differentials would make the work imprecise or arbitrary.

keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id f36d
authors Maver, T.W.
year 1979
title The Concept of Modelling in Architectural Design
source Design Methods and Theories, vol Vol 13, No 3, 173-177
series other
email
last changed 2003/06/02 15:00

_id cebc
authors Rhodes, Michael L.
year 1979
title An Algorithmic Approach to Controlling Search in Three-Dimensional Image Data
source SIGGRAPH '79 Conference Proceedings. August, 1979. vol. 13 ; no. 2: pp. 134- 141 : ill. includes bibliography
summary In many three-dimensional imaging applications random shaped objects, reconstructed from serial sections, are isolated to display their overall structure in a single view. This paper presents an algorithm to control an ordered search strategy for locating all contours of random shaped objects intersected by a series of cross-section image planes. Classic search techniques in AI problem solving and software for image processing and computer graphics are combined here to aid program initialization and automate the search process thereafter. Using three-dimensional region growing, this method isolates all spatially connected pixels forming a structure's volume and enters image planes the least number of times to do so. An algorithmic description is given to generalize the process for controlling search in 3-D image data where little core memory is available. Phantom and medical computer tomographic data are used to illustrate the algorithm's performance
keywords algorithms, AI, image processing, computer graphics, methods, search
series CADline
last changed 2003/06/02 10:24

_id ddss9201
id ddss9201
authors Van Bakel, A.P.M.
year 1993
title Personality assessment in regard to design strategies
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary This paper discusses some preliminary results of several knowledge-acquisition and documentation-structuring techniques that were used to assess the working styles of architects. The focus of this assessment was on their strategic design behaviour. Hettema's Interactive Personality Model (Hettema 1979, 1989) was used to explain and interpret these results. The methods used to acquire the necessary data are protocol analysis, card sorting and interviews. The results suggest that at least three parameters can be used to explain and differentiate the strategic design behaviour of architects. These parameters are S (site-oriented), B (brief-oriented) and C (concept-oriented). A priority hierarchy of these parameters reveals six major distinguishable working styles. These results are captured in a new design model that can be used in data bank implementations.
series DDSS
last changed 2003/08/07 16:36

_id 7e54
authors Ömer, Akin
year 1979
title Models of Architectural Knowledge - An Information Processing Model of Design
source Carnegie Mellon University, College of Fine Arts, Pittsburgh
summary Throughout the history of art the position of the artist towards his goals and his product has been constantly redefined. The two opposing views in the above quotation, those of . German Romanticism and Classicism, are typical of the temperamental nature of the state of the art. Today's artist uses intuition as well as reason in his creative work. Similarly, whether we consider the architect an artist or a scientist, he is constantly required to use his intellectal as well as emotional resources while designing. I do not intend to endorse an attitude for the architect which condones only one of those sources at the expense of the other. Today there i s a real opportunity for understanding the reasoning used in problem-solving and applying these to the area of architectural design, the opportunity arises due to a large amount of knowledge accumulated in the area of ' human problem-solving, methods of anlayzing and developing models for human problem solving behavior. The most frequently refered points of departure in this area are Simon's pioneering work in the area of decision-making (1944) and Newell, Shaw and Simon's work on "heuristics" (1957).
series thesis:PhD
email
last changed 2003/02/12 22:39

_id f42f
authors Baer, A., Eastman, C. and Henrion, M.
year 1979
title Geometric modeling: a survey
source Computer Aided Design; 11: 253
summary Computer programs are being developed to aid the design of physical systems ranging from individual mechanical parts to entire buildings or ships. These efforts highlight the importance of computer models of three dimensional objects. Issues and alternatives in geometric modelling are discussed and illustrated with comparisons of 11 existing modelling systems, in particular coherently-structured models of polyhedral solids where the faces may be either planar or curved. Four categories of representation are distinguished: data representations that store full, explicit shape information; definition languages with which the user can enter descriptions of shapes into the system, and which can constitute procedural representations; special subsets of the information produced by application programs; and conceptual models that define the logical structure of the data representation and/or definition language.
series journal paper
last changed 2003/04/23 15:14

_id 60d4
authors Baer, A., Eastman, C.M. and Henrion, M.
year 1979
title Geometric Modeling : a Survey
source business Press. September, 1979. vol. 11: pp. 253-271 : ill. includes bibliography
summary Computer programs are being developed to aid the design of physical systems ranging from individual mechanical parts to entire buildings or ships. These efforts highlight the importance of computer models of three dimensional objects. Issues and alternatives in geometric modeling are discussed and illustrated with comparisons of 11 existing modelling systems, in particular coherently-structured models of polyhedral solids where the faces may be either planar or curved. Four categories of representation are distinguished: data representations that store full, explicit shape information; definition languages with which the user can enter description of shapes into the system, and which can constitute procedural representations; special subsets of the information produced by application programs; and conceptual models that define the logical structure of the dada representation and/or definition language
keywords solid modeling, B-rep, CSG, languages, CAD, programming, data structures, boolean operations, polyhedra
series CADline
email
last changed 2003/05/17 10:15

_id 00f3
authors Baybars, Ilker and Eastman, Charles M.
year 1979
title Generating the Underlying Graphs for Architectural Arrangements
source 10 p. : ill. Pittsburgh: School of Urban and Public Affairs, Carnegie Mellon University, April, 1979. Research report No.79. Includes bibliography
summary The mathematical correspondence to a floorplan is a Metric Planar Graph. Several methods for systematic direct generation of metric planar graphs have been developed including polyominoes, March and Matela and shape grammars. Another approach has been to develop a spatial composition in two separate steps. The first step involves discrete variables, and consists of enumerating a defined set of non-metric planar graphs. The second step involves spatial dimensions, e.g. continuous variables, and maps the graphs onto the Euclidean plane, from which a satisfactory or optimal one is selected. This paper focusses on the latter 2-step process. It presents a general method of solving the first step, that is the exhaustive enumeration of a set of planar graphs. The paper consists of three sections: The first section is an introduction to graph theory. The second section presents the generation of maximal planar graphs. The last section summarizes the presentation and comments on the appropriateness of the method
keywords graphs, floor plans, architecture, design, automation, space allocation
series CADline
email
last changed 2003/05/17 10:15

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