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 caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id 5c07
authors Lee, H.-L., Liu, Y.-T., Chen, S.-C., Tang, S.-K. and Huang, C.-P., Huang, C.-H., Chang, Y.-L., Chang, K.-W. and Chen, K.-Y.
year 2002
title A Comparative study of protocol analysis for - Spatiality of a Text-based Cyberspace
doi https://doi.org/10.52842/conf.ecaade.2002.262
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. 262-266
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN The adaptation of the word cyberspace (Gibson, 1984) following the emergence of the World Wide Web Internet not only succinctly revolutionized the correlation of time and space but also poised to challenge how we view the existing spatial concept. This research tries to use protocol analysis to examine text-based cyberspace, such as bulletin board, chart rooms and so forth, and the objective of this research is to realize the spatiality of cyberspace through the cognitive point of view, and to compare the differences of the definitions and perception ways of spatiality between people with general domain and in design fields. Finally, we validate the existence of cyberspace, where the process not only allows further categorization of spatial elements concluded from the earlier study, but discover that varied backgrounds can affect how a user defines and perceives cyberspace (Strate, 1999).
series eCAADe
email
last changed 2022/06/07 07:51

_id a688
authors Walters, R. J.
year 1984
title Towards and End User View of Design Systems
source 1984? pp. 17-27 : tables. includes bibliography
summary Based upon detailed reporting of CAD use in hospital projects, an end user's view of design systems is developed. From the recorded user experience system development, implementation, performance in use and effects upon design practice are assessed. Aspects of user technique are developed. Current systems are found to be flawed but satisfactory results may be obtained under the right conditions. These are identified. The range of factors required in the development of an end user view of design systems also identified. An evaluation of the use of OXSYS/BDS on Milton Keynes DGH is presented together with an assessment of CAD use (both BDS and GDS) on health building projects at Oxford RHA. The paper summaries a detailed report (Walters 83). The paper is presented in 4 parts: an introduction, results of a detailed case study and an assessment leading towards an end user view of current design systems
keywords design, CAD, systems, applications, practice, user interface, evaluation
series CADline
last changed 2003/06/02 13:58

_id 0a6e
authors Walters, Roger
year 1986
title CAAD: Shorter-term Gains; Longerterm Costs?
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 185-196
summary Assessment of CAAD systems in use is complex: it needs careful qualifications and is often contradictory. It is suggested that little progress has been made in making sense of the impacts of computing on design and design organizations. Impacts are more diverse and complicated than has been assumed. Assessments tend to be either overtly optimistic or pessimistic, yet the need is to be realistic. Moreover, impacts have been the subject of speculation and marketing rather than systematic study. Carefully documented case studies of projects or longitudinal studies of organizational impacts remain the exception. This chapter draws upon recorded user experience reported elsewhere (Walters, 1983)' and presents an assessment of the performance in use of current production systems. It presents an end-user view and also identifies a number of outstanding design research topics It is suggested that different systems in different organizations in different settings will give rise to new impacts. A wide variety of outcomes is possible. It seems unlikely that any simple set of relationships can account for all the data that inquiry reveals. The task becomes one of identifying variables that lead to differential outcomes, as the same cause may lead to different effects (Attewell and Rule, 1984). This becomes a long-term task. Each optimistic impact may be countered by some other more pessimistic impact. Moreover, the changes brought about on design by computing are significant because both beneficial and non- beneficial impacts are present together. Impacts are held in a dynamic balance that is subject to constant evolution. This viewpoint accounts for otherwise conflicting conclusions. It is unlikely that the full range of impacts is yet known, and a wide range of impacts and outcomes already need to be taken into account. It seems that CAD alone cannot either guarantee improved design or that it inevitably leads to some diminished role for the designer. CAD can lead to either possible outcome, depending upon the particular combination of impacts present. Careful matching of systems to design organization and work environment is therefore needed. The design management role becomes crucial.
series CAAD Futures
last changed 1999/04/03 17:58

_id a6f1
authors Bridges, A.H.
year 1986
title Any Progress in Systematic Design?
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 5-15
summary In order to discuss this question it is necessary to reflect awhile on design methods in general. The usual categorization discusses 'generations' of design methods, but Levy (1981) proposes an alternative approach. He identifies five paradigm shifts during the course of the twentieth century which have influenced design methods debate. The first paradigm shift was achieved by 1920, when concern with industrial arts could be seen to have replaced concern with craftsmanship. The second shift, occurring in the early 1930s, resulted in the conception of a design profession. The third happened in the 1950s, when the design methods debate emerged; the fourth took place around 1970 and saw the establishment of 'design research'. Now, in the 1980s, we are going through the fifth paradigm shift, associated with the adoption of a holistic approach to design theory and with the emergence of the concept of design ideology. A major point in Levy's paper was the observation that most of these paradigm shifts were associated with radical social reforms or political upheavals. For instance, we may associate concern about public participation with the 1970s shift and the possible use (or misuse) of knowledge, information and power with the 1980s shift. What has emerged, however, from the work of colleagues engaged since the 1970s in attempting to underpin the practice of design with a coherent body of design theory is increasing evidence of the fundamental nature of a person's engagement with the design activity. This includes evidence of the existence of two distinctive modes of thought, one of which can be described as cognitive modelling and the other which can be described as rational thinking. Cognitive modelling is imagining, seeing in the mind's eye. Rational thinking is linguistic thinking, engaging in a form of internal debate. Cognitive modelling is externalized through action, and through the construction of external representations, especially drawings. Rational thinking is externalized through verbal language and, more formally, through mathematical and scientific notations. Cognitive modelling is analogic, presentational, holistic, integrative and based upon pattern recognition and pattern manipulation. Rational thinking is digital, sequential, analytical, explicatory and based upon categorization and logical inference. There is some relationship between the evidence for two distinctive modes of thought and the evidence of specialization in cerebral hemispheres (Cross, 1984). Design methods have tended to focus upon the rational aspects of design and have, therefore, neglected the cognitive aspects. By recognizing that there are peculiar 'designerly' ways of thinking combining both types of thought process used to perceive, construct and comprehend design representations mentally and then transform them into an external manifestation current work in design theory is promising at last to have some relevance to design practice.
series CAAD Futures
email
last changed 2003/11/21 15:16

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id e7cf
authors Eastman, Charles M. and Preiss, K.
year 1984
title A Review of Solid Shape Modelling Based on Integrity
source Computer Aided Design March, 1984. vol. 16: pp. 66-80 : ill. includes bibliography.
summary The potential benefits of using a canonical model for representing the shapes of solid objects has led to the design and implementation of a number of geometric modelers with varying capabilities. This paper reviews the approaches taken in solid modeling by defining the well-formedness conditions which must be implemented in any modeling system. The methods for satisfying the well-formedness constraints in the various solid modeling methods are reviewed, using the concept of integrity constraints. The incorporation of integrity constraints, both explicitly and implicitly, into solid modelers are considered, with particular focus on boundary modelers. The use of integrity constraints for defining shape families and assembly families are also presented. The result is a unified view of solid shape modeling systems that enables their classification and extension into particular application areas
keywords solid modeling, constraints, B-rep
series CADline
email
last changed 2003/05/17 10:15

_id 8087
authors Boehm, Barry W., Penedo, Maria H. and Stuckle, Don E. (et al)
year 1984
title A Software Development Environment for Improving Productivity
source IEEE Computer. June, 1984. pp. 30-44 : ill. includes bibliography
summary The software productivity system (SPS) was developed to support project activities. It involves a set of strategies, including the work environment; the evaluation and procurement of hardware equipment; the provision for immediate access to computing resources through local area networks; the building of an integrated set of tools to support the software development life cycle and all project personnel; and a user support function to transfer new technology. All of these strategies are being accomplished incrementally. The current architecture is VAX-based and uses the Unix operating system, a wideband local network, and a set of software tools. The article describes the steps that led to the creation of the software productivity project and its components and summarized the requirements analyses on which the SPS was based
keywords productivity, software, hardware, programming
series CADline
last changed 2003/06/02 10:24

_id architectural_intelligence2023_10
id architectural_intelligence2023_10
authors Cheng Bi Duan, Su Yi Shen, Ding Wen Bao & Xin Yan
year 2023
title Innovative design solutions for contemporary Tou-Kung based on topological optimisation
doi https://doi.org/https://doi.org/10.1007/s44223-023-00028-x
source Architectural Intelligence Journal
summary Tou-Kung, which is pronounced in Chinese and known as Bracket Set (Liang & Fairbank, A pictorial history of Chinese architecture, 1984), is a vital support component in the Chinese traditional wooden tectonic systems. It is located between the column and the beam and connects the eave and pillar, making the heavy roof extend out of the eaves longer. The development of Tou-Kung is entirely a microcosm of the development of ancient Chinese architecture; the aesthetic structure and Asian artistic temperament behind Tou-Kung make it gradually become the cultural and spiritual symbol of traditional Chinese architecture. In the contemporary era, inheriting and developing Tou-Kung has become an essential issue. Several architects have attempted to employ new materials and techniques to integrate the traditional Tou-Kung into modern architectural systems, such as the China Pavilion at the 2010 World Expo and Yusuhara Wooden Bridge Museum. This paper introduces the topological optimisation method bi-directional evolutionary structural optimisation (BESO) for form-finding. BESO method is one of the most popular topology optimisation methods widely employed in civil engineering and architecture. Through analyzing the development trend of Tou-Kung and mechanical structure, the authors integrate 2D and 3D optimisation methods and apply the hybrid methods to form-finding. Meanwhile, mortise and tenon joint used to create stable connections with components of Tou-Kung are retained. This research aims to design a new Tou-Kung corresponding to “structural performance-based aesthetics”. The workflow proposed in this paper is valuable for Architrave and other traditional building components.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id 8860
authors Choi, B.K., Barash, M.M. and Anderson, D.C.
year 1984
title Automatic Recognition of Machined Surfaces from a 3D Solid Model
source computer Aided Design. March, 1984. vol. 16: pp. 81-86 : ill. includes bibliography
summary It has been proposed that a direct link between CAD and CAM be provided through a computer-automated process planning system. Described in this paper are algorithmic procedures to identify machined surfaces (i.e., machining requirements) for a workpiece directly from its 3D geometric description. A machined surface is a portion of workpiece that can be generated by a certain mode of metal removal operation. Machined surfaces are algorithmically recognized from a 3D boundary file, and then their 2 1/2D descriptions are obtained in a data structure (format) suitable for an automated process planning system. A simplified boundary file data structure is introduced in order to explain the machined surface recognition procedures
keywords A machined surface type is defined as a pattern of faces, and a syntactic pattern recognition method is used to find the machined surface from the boundary file
series CADline
last changed 2003/06/02 13:58

_id caadria2020_118
id caadria2020_118
authors Chow, Ka Lok and van Ameijde, Jeroen
year 2020
title Generative Housing Communities - Design of Participatory Spaces in Public Housing Using Network Configurational Theories
doi https://doi.org/10.52842/conf.caadria.2020.2.283
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 283-292
summary This research-by-design project explores how public housing estates can accommodate social diversity and the appropriation of shared spaces, using qualitative and quantitative analysis of circulation networks. A case study housing estate in Hong Kong was analysed through field observations of movements and activities and as a site for the speculative re-design of shared spaces. Generative design processes were developed based on several parameters, including shortest paths, visibility integration and connectivity integration (Hillier & Hanson, 1984). Additional tools were developed to combine these techniques with optimisation of sunlight access, maximisation of views for residential towers and the provision of permeability of ground level building volumes. The project demonstrates how flexibility of use and social engagement can constitute a platform for self-organisation, similar to Jane Jacobs' notion of vibrant streets leading to active and progressive communities. It shows how computational design and configurational theories can promote a bottom-up approach for generating new types of residential environments that support participatory and diverse communities, rather than a conventional top-down approach that is perceived to embody mechanisms of social regimentation.
keywords Urban Planning and Design; Network Configuration; Community Space and Social Interaction; Hong Kong Public Housing
series CAADRIA
email
last changed 2022/06/07 07:56

_id 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 3386
authors Gavin, L., Keuppers, S., Mottram, C. and Penn, A.
year 2001
title Awareness Space in Distributed Social Networks
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 615-628
summary In the real work environment we are constantly aware of the presence and activity of others. We know when people are away from their desks, whether they are doing concentrated work, or whether they are available for interaction. We use this peripheral awareness of others to guide our interactions and social behaviour. However, when teams of workers are spatially separated we lose 'awareness' information and this severely inhibits interaction and information flow. The Theatre of Work (TOWER) aims to develop a virtual space to help create a sense of social awareness and presence to support distributed working. Presence, status and activity of other people are made visible in the theatre of work and allow one to build peripheral awareness of the current activity patterns of those who we do not share space with in reality. TOWER is developing a construction set to augment the workplace with synchronous as well as asynchronous awareness. Current, synchronous activity patterns and statuses are played out in a 3D virtual space through the use of symbolic acting. The environment itself however is automatically constructed on the basis of the organisation's information resources and is in effect an information space. Location of the symbolic actor in the environment can therefore represent the focus of that person's current activity. The environment itself evolves to reflect historic patterns of information use and exchange, and becomes an asynchronous representation of the past history of the organisation. A module that records specific episodes from the synchronous event cycle as a Docudrama forms an asynchronous information resource to give a history of team work and decision taking. The TOWER environment is displayed using a number of screen based and ambient display devices. Current status and activity events are supplied to the system using a range of sensors both in the real environment and in the information systems. The methodology has been established as a two-stage process. The 3D spatial environment will be automatically constructed or generated from some aspect of the pre-existing organisational structure or its information resources or usage patterns. The methodology must be extended to provide means for that structure to grow and evolve in the light of patterns of actual user behaviour in the TOWER space. We have developed a generative algorithm that uses a cell aggregation process to transcribe the information space into a 3d space. In stage 2 that space was analysed using space syntax methods (Hillier & Hanson, 1984; Hillier 1996) to allow the properties of permeability and intelligibility to be measured, and then these fed back into the generative algorithm. Finally, these same measures have been used to evaluate the spatialised behaviour that users of the TOWER space show, and will used to feed this back into the evolution of the space. The stage of transcription from information structure to 3d space through a generative algorithm is critical since it is this stage that allows neighbourhood relations to be created that are not present in the original information structure. It is these relations that could be expected to help increase social density.
keywords Algorithmic Form Generation, Distributed Workgroups, Space Syntax
series CAAD Futures
email
last changed 2006/11/07 07:22

_id b8b9
authors Gibson, W.
year 1984
title Neuromancer
source Victor Gollancz
summary Here is the novel that started it all, launching the cyberpunk generation, and the first novel to win the holy trinity of science fiction: the Hugo Award, the Nebula Award and the Philip K. Dick Award. With Neuromancer, William Gibson introduced the world to cyberspace--and science fiction has never been the same. Case was the hottest computer cowboy cruising the information superhighway--jacking his consciousness into cyberspace, soaring through tactile lattices of data and logic, rustling encoded secrets for anyone with the money to buy his skills. Then he double-crossed the wrong people, who caught up with him in a big way--and burned the talent out of his brain, micron by micron. Banished from cyberspace, trapped in the meat of his physical body, Case courted death in the high-tech underworld. Until a shadowy conspiracy offered him a second chance--and a cure--for a price....
series other
last changed 2003/04/23 15:14

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 8c95
authors Liu, Clive K.
year 1984
title Drawings as Models for Design: A Computer Drawing System to Build Models Supporting Design Process through Abstractions
source Carnegie Mellon University, Pittsburgh
summary A general design process can be characterized by the sequence of defining various abstract objects used to represent the artifact. For example, designers use various abstractions (dclined as abstrnct objects), such as graphs, polygons, etc., to represent the artifact. As design evolves, these abstract objects will be transformed into a definition (eg. of a building) detailed enough to allow manufacturing and to determine that the result will perform as desired. This thesis is concerned with providing a computer drawing system that could support various abstractions in the design process and allow various representations of the design to be processed and interpreted. A precise drawing contains not only the shape information, but also conveys many topological and geometric relations that its elements must hold to correspond to the arbfact in reality. For many operations during design, one wants these type of relations to be maintained. Other than the drawing being an iconic model, these relations are the semantics of the drawing and, if embedded in the drawing, imbue it with many characteristics of a symbolic model. Current CAD systems have no or limited mechanisms for embedding such relations in a drawing. It is my intent to demonstrate that drawings, especially for shape (both topologV and geometry) information, can be defined as various abstract objects during design process. Therefore, drawings are used as models to represent the artifact. When a model is manipulated, relations defined in the model are maintained.
series thesis:PhD
last changed 2003/02/12 22:37

_id ecaade2013_094
id ecaade2013_094
authors Tomé, Ana; Heitor, Teresa and Nunes, Mário
year 2013
title Space-Use Interactions Described Through Computer Vision
doi https://doi.org/10.52842/conf.ecaade.2013.1.403
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 403-412
summary This paper examines analytical procedures aimed at the study of the functional condition of architectural artefacts and, as a result, the promotion of a better understanding of the connections established with spatial conditions. The goal is to contribute to the development of techniques based on computer vision of mobility and users’ interaction, producing non-arbitrary registries of their movement/navigation and occupancy/co-presence patterns via a quantitatively based analysis.Movement/navigation and occupancy/co-presence patterns were correlated with configurational properties obtained by applying the space syntax descriptive model (Hillier and Hanson, 1984). It was possible to analyse relations between the spatial configuration and the movement/navigation and occupancy/co-presence patterns, a key question within the architectural conceptual process.
wos WOS:000340635300042
keywords Space-use analysis method; computer vision; movement/navigation patterns; occupation/co-presence patterns; occupation/movement indices.
series eCAADe
email
last changed 2022/06/07 07:58

_id 6b2f
authors Wilensky, Robert, Arens, Yigal and Chin, David
year 1984
title Talking to UNIX in English: An Overview of UC
source Communications of the ACM Vol. 27.no. 6 (June, 1984): pp. 574-593. includes bibliography
summary UC is a natural language help facility which advises users in using the UNIX operating system. Users can query UC about how to do things, command names and formats, online definitions of UNIX or general operating systems terminology, and debugging problems in using commands. UC is comprised of the following components: a language analyzer and generator, a context and memory model, an experimental common-sense planner, highly extensible knowledge bases on both the UNIX domain and the English language, a goal analysis component, and a system for acquisition of new knowledge through instruction in English. The language interface of UC is based on a 'phrasal analysis' approach which integrates semantic, grammatical and other types of information. In addition, it includes capabilities for ellipsis resolution and reference disambiguation
keywords UNIX, natural languages, user interface, knowledge acquisition
series CADline
last changed 2003/06/02 13:58

_id ddssar0031
id ddssar0031
authors Witt, Tom
year 2000
title Indecision in quest of design
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Designers all start with a solution (Darke, 1984), with what is known (Rittel, 1969, 1970). Hans Menghol, Svein Gusrud and Peter Opvik did so with the chair in the 1970s. Not content with the knowledge of the chair, however, they walked backward to the ignorance of the question that has always elicited the solution of chair and asked themselves the improbable question, “What is a chair?” Their answer was the Balans chair. “Until the introduction of the Norwegian Balans (balance) chair, the multi-billion dollar international chair industry had been surprisingly homogeneous. This chair is the most radical of the twentieth century and probably since the invention of the chair-throne itself (Cranz 1998). Design theorists have tried to understand in a measurable way what is not measurable: the way that designers think. Rather than attempt to analyze something that cannot be taken apart, I attempt to illuminate methods for generating new knowledge through ways of seeing connections that are not logical, and in fact are sometimes ironic. Among the possibilities discussed in this dialogue are the methodological power of language in the form of metaphor, the power of the imagination in mind experiments, the power of mythological story telling, and the power of immeasurable intangibles in the generation of the new knowledge needed to design.
series DDSS
last changed 2003/08/07 16:36

_id c9c1
authors Basili, Victor R. and Perricone, Barry T.
year 1984
title Software Errors and Complexity : An Empirical Investigation
source communications of the ACM. January, 1984. vol. 27: pp. 42-52 : ill. includes bibliography
summary The relationships between the frequency and distribution of errors during software development, the maintenance of the developed software, and a the influence of a variety of environmental factors on software development were analyzed. These factors include the complexity of the software, the developer's experience with the application, and the reuse of existing design and code. Such relationships can not only provide an insight into the characteristics of computer software development and the effects that the environment can have on the product, but also improve its reliability and quality. The study is based on data derived from a medium- scale software development project
keywords software, engineering, programming, reliability
series CADline
last changed 2003/06/02 13:58

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