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 sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id e7b8
authors Dahl, Veronica
year 1983
title Logic Programming as a Representation of Knowledge
source IEEE Computer. IEEE Computer Society, October, 1983. vol. 16: pp. 106-110 : ill. includes bibliography
summary Logic has traditionally provided a firm conceptual framework for representing knowledge. As it can formally deal with the notion of logical consequence, the introduction of Prolog has made it possible to represent knowledge in terms of logic and also to expect appropriate inferences to be drawn from it automatically. This article illustrates and explores these ideas with respect to two central representational issues: problem solving knowledge and database knowledge. The technical aspects of both subjects have been covered elsewhere (Kowalski, R. Logic for problem solving, North- Holland pub. 1979 ; Dahl, V. on database system development through logic ACM Trans.vol.7/no.3/Mar.1982 pp.102). This explanation uses simple, nontechnical terms
keywords PROLOG, knowledge, representation, logic, programming, problem solving, database
series CADline
last changed 1999/02/12 15:08

_id ab23
authors Dromey, Geoff R.
year 1983
title Before Programming : On Teaching Introductory Computing
source 1983? 10 p. includes bibliography
summary In comparison with most other human intellectual activities, computing is in its infancy despite the progress we seem to have made in such a short time. Consequently, there has been insufficient time for the evolution of 'best ways' to transmit computing concepts and skills. It is therefore prudent to look to more mature disciplines for some guidelines on effective ways to introduce computing to beginners. In this respect the discipline of teaching people to read and write in a natural language is highly relevant. A fundamental characteristic of this latter discipline is that a substantial amount of time is devoted to teaching people to read long before they are asked to write stories, essays, etc. In teaching computing people seem to have overlooked or neglected what corresponds to the reading stage in the process of learning to read and write. In the discussion which follows the author looks at ways of economically giving students the 'computer-reading experience' and preparing them for the more difficult tasks of algorithm design and computer problem-solving
keywords programming, education,
series CADline
last changed 2003/06/02 13:58

_id 40bf
authors Funt, Brian V.
year 1983
title Analogical Modes of Reasoning and Process Modeling
source IEEE Computer. IEEE computer society, October, 1983. vol. 16: pp. 99-103 : ill. includes bibliography
summary Analogical reasoning can be incorporated into AI problem- solving systems, representing data in a form amenable to parallel processing. One program using analog is Whisper, an AI problem-solving system, which uses a diagram to predict the collapse of a structure constructed from a set of blocks
keywords AI, parallel processing, reasoning, problem solving
series CADline
last changed 2003/06/02 13:58

_id cb5f
authors Kant, Elaine and Newell, Allen
year 1983
title An Automatic Algorithm Designer : An Initial Implementation
source Design Research Center, CMU, May, 1983. 10 p. includes bibliography
summary This paper outlines a specification for an algorithm-design system (based on previous work involving protocol analysis) and describes an implementation of the specification that is a combination frame and production system. In the implementation, design occurs in two problem spaces: one about algorithms and one about the task domain. The partially worked out algorithms are represented as configurations of data-flow components. A small number of general purpose operators construct and modify the representations. These operators are adapted to different situations by instantiation and means-ends analysis rules. The data-flow space also includes symbolic and test-case execution rules that drive the component-refinement process by exposing both problems and opportunities. A domain space about geometric images supports test-case execution, domain-specific problem solving, recognition and discovery
keywords algorithms, design, systems, synthesis, automation, protocol analysis, frames, discovery, problem solving
series CADline
last changed 2003/06/02 13:58

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
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 In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id b190
authors Goldberg, Adele and Robson, David
year 1983
title Smalltalk-80: The language and its implementation
source New York, NY: Addison Wesley Co
summary Smalltalk-80 is the classic standard Smalltalk language as described in Smalltalk-80: The Language and Its Implementation by Goldberg and Robson. This book is commonly called "the Blue Book". Squeak implements the dialect of Smalltalk described in this book, but has a different implementation. Overview of the Smalltalk Language Smalltalk is a general purpose, high level programming language. It was the first original "pure" object oriented language, but not the first to use the object oriented concept, which is credited to Simula 67. The explosive growth of Object Oriented Programming (OOP) technologies began in the early 1980's, with Smalltalk's introduction. Behind it was the idea that the individual human user should be the most important component of any computing system, and that programming should be a natural extension of thinking, and also a dynamic and evolutionary process consistent with the model of human learning activity. In Smalltalk, these ideas are embodied in a framework for human-computer communication. In a sense, Smalltalk is yet another language like C and Pascal, and programs can be written in Smalltalk that have the look and feel of such conventional languages. The difference lies * in the amount of code that can be reduced, * less cryptic syntax, * and code that is easier to handle for application maintenance and enhancement. But Smalltalk's most powerful feature is easy code reuse. Smalltalk makes reuse of programs, routines, and subroutines (methods) far easier. Though procedural languages allow reuse too, it is harder to do, and much easier to cheat. It is no surprise that Smalltalk is relatively easy to learn, mainly due to its simple syntax and semantics, as well as few concepts. Objects, classes, messages, and methods form the basis of programming in Smalltalk. The general methodology to use Smalltalk The notion of human-computer interface also results in Smalltalk promoting the development of safer systems. Errors in Smalltalk may be viewed as objects telling users that confusion exists as to how to perform a desired function.
series other
last changed 2003/04/23 15:14

_id c4a6
authors Haapasalo, Harri
year 1997
title The Role of CAD In Creative Architectural Sketching
doi https://doi.org/10.52842/conf.ecaade.1997.x.o2b
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The history of computers in architectural design is very short; only a few decades; when compared to the development of methods in practical design (Gero 1983). However, the development of the user interfaces has been very fast. According to the practical observations of over one hundred architects, user interfaces are at present inflexible in sketching, although computers can make drafts and the creation of alternatives quicker and more effective in the final stages of designing (Haapasalo 1997). Based on our research in the field of practical design we would wish to stimulate a wider debate about the theory of design. More profound perusal compels us to examine human modes, pre-eminently different levels of thinking and manners of inference. What is the meaning of subconscious and conscious thinking in design? What is the role of intuition in practical design? Do the computer aided design programs apply to creative architectural sketching? To answer such questions, distinct, profound and broad understanding from different disciplines is required. Even then, in spite of such specialist knowledge we cannot hope to unambiguously and definitively answer such questions.
keywords Creativity, Design Process, Architectural Design, Sketching, Computer Aided Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/haapas/haapas.htm
last changed 2022/06/07 07:50

_id c25a
authors Israel, David J.
year 1983
title The Role of Logic in Knowledge Representation
source IEEE Computer. October, 1983. vol. 16: pp. 37-41 : ill. includes bibliography
summary AI researchers have long debated over the value of logic in knowledge representation. This article discusses the debate between John McCarthy's and Marvin Minsky's philosophies on how to make true thinking machines, and what do they mean when they speak about 'logic.'
keywords AI, logic, representation, philosophy, theory
series CADline
last changed 2003/06/02 13:58

_id cf2009_poster_25
id cf2009_poster_25
authors Nembrini, Julien; Guillaume Labelle, Nathaniel Zuelzke, Mark Meagher and Jeffrey Huang
year 2009
title Source Studio: Teaching Programming For Architectural Design
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary The architectural studio framework presented here is based on the use of programming as central form generation reflexive medium (Schon, 1983). Its aim is to teach architectural design while introducing a different approach toward computer tools by enabling students to fully explore variations in their designs through the use of coding for form definition. It proposes the students to reflect on their design process through its confrontation to algorithmic formalization (Mitchell 1990). This results in exercising the synthetic re-thinking of their initial sketch intents to comply with the difficult task of fitting the language syntax. With the proliferation and constant replacement of computer tools among the architectural practice, a shift appears in the attitude towards introducing students to different tools: studio teaching is branded by specific software platforms advocated by the teaching team. A lack of generalized view, independent of commercial CAD software, is problematic for the definition of new teaching tools suited for this constantly evolving situation (Terzidis, 2006).
keywords Programming, studio teaching, scripting, parametric design
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_id 21d8
authors Balas, Egon and Toth, Paolo
year 1983
title Branch and Bound Methods for the Traveling Salesman Problem
source December, 1983, 65 p. : ill., tables. Includes bibliography
summary This paper reviews the state of the art in enumerative solution methods for the traveling salesman problem (TSP). The introduction (Section 1) discusses the main ingredients of branch and bound methods for the TSP. Sections 2,3 and 4 discuss classes of methods based on three different relaxation of the TSP: the assignment problem with the TSP cost function, the 1-tree problem with a Lagrangean objective function, and the assignment problem with a lagrangean objective function. Section 5 briefly reviews some other relaxations of the TSP, while section 6 discusses the performance of some state of the art computer codes. Besides material from the literature, the paper also includes the results and statistical analysis of some computational experiments designed for the purposes of this review
keywords relaxation, branch-and-bound, algorithms, applications
series CADline
last changed 2003/06/02 13:58

_id e118
authors Balas, Egon
year 1983
title Disjunctive Programming and a Hierarchy of Relaxations for Discrete Optimization Problems
source December, 1983. 38 p. : ill. includes bibliography
summary The author discuss a new conceptual framework for the convexification of discrete optimization problems, and a general technique for obtaining approximations to the convex hull of the feasible set. The concepts come from disjunctive programming and the key tool is a description of the convex hull of a union of polyhedra in terms of a higher dimensional polyhedron. Although this description was known for several years, only recently was it shown by Jeroslow and Lowe to yield improved representations of discrete optimization problems. The author expresses the feasible set of a discrete optimization problem as the intersection (conjunction) of unions of polyhedra, and define an operation that takes one such expression into another, equivalent one, with fewer conjuncts. He then introduces a class of relaxations based on replacing each conjunct (union of polyhedra) by its convex hull. The strength of the relaxations increases as the number of conjuncts decreases, and the class of relaxations forms a hierarchy that spans the spectrum between the common linear programming relaxation, and the convex hull of the feasible set itself. Instances where this approach presents advantages include critical path problems in disjunctive graphs, network synthesis problems, certain fixed charge network flow problems, etc. The approach on the first of these problems is illustrated, which is a model for machine sequencing
keywords polyhedra, computational geometry, optimization, programming, convex hull, graphs
series CADline
last changed 1999/02/12 15:07

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 88b6
authors Campello, Ruy Eduardo and Maculan, Nelson
year 1983
title A Lower Bound to the Set Partitioning Problem with Side Constraints
source 24 p. : ill. Pittsburgh: Design Research Center, CMU, December, 1983 DRC-70-20-83. includes bibliography.
summary A Lagrangean relaxation approach is proposed to provide a lower bound on the optimal solution of the set partitioning problem with side constraints, which is a general methodology to solve a combinatorial optimization problem. This Lagrangean relaxation approach is accomplished by a subgradient optimization procedure which solves at each iteration a special 0-1 knapsack problem. The approach seems to be promising since it produces feasible integer solutions to the side constraints that can hopefully be the optimal solution to most of the instances of the set partitioning problem with side constraints
keywords mathematics, operations research, relaxation, algorithms, combinatorics, optimization, constraints
series CADline
last changed 2003/06/02 13:58

_id 8b75
authors Cullen, Ian
year 1983
title Expert Systems in Architectural and Planning Education
doi https://doi.org/10.52842/conf.ecaade.1983.x.a7j
source Proceedings of the International Conference eCAADe [European Computer Aided Architectural Design Education] Brussels (Belgium) 1983, pp. IV.1-IV.15
summary The paper discusses the problems and possibilities of a project initiated recently within the Bartlett in the general area of knowledge engineering. The aim is to assemble a set of knowledge bases which may be explored interactively by students. The system will differ from traditional CAL packages in that it will be both problem oriented - designed to extract from the students the information required to reach a specific decision - and capable of providing an explanation of its approach at any point.
keywords Knowledge Engineering
series eCAADe
last changed 2022/06/07 07:50

_id 620a
authors Galle, Per
year 1983
title A Theorem Relating to Exhaustive Generation of Floor Plans
source Bulletin of Computer Aided Architectural Design. May, 1983. pp. 30-33 : ill
summary Many problems arise in connection with automated design of architectural floor plans. If modular grids are used, one problem is to avoid repeated generation of the same plan on different modular grids. Using the concept of 'modular complexity,' the paper presents and proves a theorem which offers a solution to this problem
keywords automation, design, planning, architecture, floor plans, grids, search, synthesis
series CADline
last changed 1999/02/12 15:08

_id 1247
authors Hasell, Mary Joyce
year 1983
title Gaming Simulation: A Communication Tool for Architects and Designers
source University of Michigan
summary In today's technological society, people spend more and more time in built environments that they have little or no control in shaping. There is also a large gap in communication between designers of the built environment and non-designers. The language that non-designers use to communicate specific spatial needs, whether aesthetic or functional, is different from the formal language that designers use to communicate these issues with each other. Gaming simulation, as a communication tool, has a number Note of characteristics that make it useful for improving communication and increasing participation among designers and non-designers. In this study, a method of teaching the design of gaming simulation to designers of the built environment is developed. This method includes a Game Design Index or cataloging system of gaming tehniques, within the context of a game design process. A questionnaire was used to interview the designers of the most current physical design games about the gaming techniques in their games. Their answers were organized into the Game Design Index and set within the context of a process for designing a game. This process was tested by teaching a course to graduate students in Urban Planning and Architecture. Further testing was done by holding a game design workshop for professional architects. The findings indicate that it is possible to analyze existing games for their gaming techniques and to index them in an organized way. It is also possible to add this index to an existing game design process. By using this process, graduate students were able to design gaming simulations of high quality, although professionals who attended a day-and-a-half workshop, were not so successful. This latter problem was primarily the result of the complexity of the task and the time constraint imposed. This dissertation describes the game design process that was used to teach neophytes to design games as well as the Game Design Indexes for ten existing games. A comprehensive review of games concerned with physical design is included
series thesis:PhD
email
last changed 2003/02/12 22:37

_id e21e
authors Kajiya, J.T.
year 1983
title New techniques for ray tracing procedurally defined objects
source Computer Graphics, 17 3, 91-102
summary We present new algorithms for efficient ray tracing of three procedurally defined objects: fractal surfaces, prisms, and surfaces of revolution. The fractal surface algorithm performs recursive subdi- vision adaptively. Subsurfaces which cannot intersect a given ray are culled from further consideration. The prism algorithm transforms the three-dimensional ray-surface intersection problem into a two-dimensional ray-curve intersection problem, which is solved by the method of strip trees. The surface- of-revolution algorithm transforms the three-dimensional ray-surface intersection problem into a two-dimensional curve-curve intersection problem, which again is solved by strip trees.
series journal paper
last changed 2003/04/23 15:50

_id 69aa
authors Kaku, Bharat K. and Thompson, Gerald L.
year 1983
title An Exact Algorithm for the General Quadratic Assignment Problem
source December, 1983. 18 P. includes bibliography
summary The authors develop an algorithm that is based on the linearizaition and decomposition of a general Quadratic Assignment Problem of size n into n2 Linear Assignment problems of size (n-1). The solutions to these subproblems are used to calculate a lower bound for the original problem, and this bound is then used in an exact branch and bound procedure. These subproblems are similar to the 'minors' defined by Lawler, but allow calculation of tighter bounds. Computational experience is given for solution to optimization of problems of size up to n = 10
keywords algorithms, branch-and-bound, operations research, linear programming
series CADline
last changed 2003/06/02 10:24

_id 0f6e
authors Kalay, Yehuda E.
year 1983
title Modular Menu Mapping and Hit-Testing
source 1983? 17 p. : ill. includes bibliography
summary This paper introduces a method called MODULAR MENU MAPPING, which rationalizes menu layout and trades menu hit-test time with a look up table, thereby reducing the cost of determining the menu box inclusion of the cursor to a single unit of time. To overcome the problem of space required to store the look-up table, a hybrid method called RUN-LENGTH ENCODING is introduced. It reduces the storage space requirements by substituting the two-dimensional look-up table with a linear vector. It does however, require some search, which is nevertheless still much cheaper then the full search of a non-mapped menu
keywords user interface, computer graphics
series CADline
email
last changed 2003/06/02 13:58

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