CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 70

_id 653f
authors Hedelman, Harold
year 1984
title A Data Flow Approach to Procedural Modeling
source IEEE Computer Graphics and Applications January, 1984. vol. 4: pp. 16-26 : ill. (some col.). includes bibliography.
summary Computer graphics tasks generally involve either modeling or viewing. Modeling combines primitive building blocks (polygons, patches, etc.) into data structures that represent entire objects and scenes. To visualize a modeled object, its data structure is input to appropriate viewing routines. While a great deal has been done on modeling and viewing with geometric primitives, little has been published on the use of procedural primitives. A procedural model is a step-by-step guide for constructing a representation of an object or process, i.e., a program. It is also a function, a 'black box' with a set of inputs and outputs. Two questions are especially pertinent to the work presented in this article
keywords First, what are the advantages of both data flow methods and procedural modeling? Second, how can such models be used in composition? computer graphics, modeling, information, management
series CADline
last changed 1999/02/12 15:08

_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 a.h.bridges@strath.ac.uk
last changed 2003/11/21 15:16

_id ga9928
id ga9928
authors Goulthorpe
year 1999
title Hyposurface: from Autoplastic to Alloplastic Space
source International Conference on Generative Art
summary By way of immediate qualification to an essay which attempts to orient current technical developments in relation to a series of dECOi projects, I would suggest that the greatest liberation offered by new technology in architecture is not its formal potential as much as the patterns of creativity and practice it engenders. For increasingly in the projects presented here dECOi operates as an extended network of technical expertise: Mark Burry and his research team at Deakin University in Australia as architects and parametric/ programmatic designers; Peter Wood in New Zealand as programmer; Alex Scott in London as mathematician; Chris Glasow in London as systems engineer; and the engineers (structural/services) of David Glover’s team at Ove Arup in London. This reflects how we’re working in a new technical environment - a new form of practice, in a sense - a loose and light network which deploys highly specialist technical skill to suit a particular project. By way of a second disclaimer, I would suggest that the rapid technological development we're witnessing, which we struggle to comprehend given the sheer pace of change that overwhelms us, is somehow of a different order than previous technological revolutions. For the shift from an industrial society to a society of mass communication, which is the essential transformation taking place in the present, seems to be a subliminal and almost inexpressive technological transition - is formless, in a sense - which begs the question of how it may be expressed in form. If one holds that architecture is somehow the crystallization of cultural change in concrete form, one suspects that in the present there is no simple physical equivalent for the burst of communication technologies that colour contemporary life. But I think that one might effectively raise a series of questions apropos technology by briefly looking at 3 or 4 of our current projects, and which suggest a range of possibilities fostered by new technology. By way of a third doubt, we might qualify in advance the apparent optimism of architects for CAD technology by thinking back to Thomas More and his island ‘Utopia’, which marks in some way the advent of Modern rationalism. This was, if not quite a technological utopia, certainly a metaphysical one, More’s vision typically deductive, prognostic, causal. But which by the time of Francis Bacon’s New Atlantis is a technological utopia availing itself of all the possibilities put at humanity’s disposal by the known machines of the time. There’s a sort of implicit sanction within these two accounts which lies in their nature as reality optimized by rational DESIGN as if the very ethos of design were sponsored by Modern rationalist thought and its utopian leanings. The faintly euphoric ‘technological’ discourse of architecture at present - a sort of Neue Bauhaus - then seems curiously misplaced historically given the 20th century’s general anti-, dis-, or counter-utopian discourse. But even this seems to have finally run its course, dissolving into the electronic heterotopia of the present with its diverse opportunities of irony and distortion (as it’s been said) as a liberating potential.1 This would seem to mark the dissolution of design ethos into non-causal process(ing), which begs the question of ‘design’ itself: who 'designs' anymore? Or rather, has 'design' not become uncoupled from its rational, deterministic, tradition? The utopianism that attatches to technological discourse in the present seems blind to the counter-finality of technology's own accomplishments - that transparency has, as it were, by its own more and more perfect fulfillment, failed by its own success. For what we seem to have inherited is not the warped utopia depicted in countless visions of a singular and tyrranical technology (such as that in Orwell's 1984), but a rich and diverse heterotopia which has opened the possibility of countless channels of local dialect competing directly with the channels of power. Undoubtedly such multiplicitous and global connectivity has sent creative thought in multiple directions…
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
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
doi https://doi.org/10.52842/conf.caadria.2004.005
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 ceb1
authors Maver, T.
year 1984
title What is eCAADe?
source The Third European Conference on CAD in the Education of Architecture [eCAADe Conference Proceedings] Helsinki (Finnland) 20-22 September 1984.
doi https://doi.org/10.52842/conf.ecaade.1984.x.d0s
summary The main interest of the organisation is to improve the design, teaching. The design remains the core of the professional education, while computer science can support a better understanding of the design methods. Computers should amplify the human capabilities like engines allowed to carry higher forces, radio and television enabled communication over larger distances and computers today should aid the human intellectual activities, to gain a better insight in design methodology, to investigate the design process.Design research should study more extensively how buildings behave, the integration and interaction of different disciplines which contribute to the optimization of a design and the design criteria. Computers could increase the possibility to satisfy building regulations, to access and update information, to model the design process and to understand how decisions affect the building quality (functional and economical as well as formal aspects). More effort and money should be spent on this research. The organisation has been sponsored by the EEC for bringing CAAD (Computer Aided Architectural Design) educational material at the disposal of the design teachers. The Helsinki conference is the third European meeting (after Delft 1982 and Brussels 1983) which concentrates on information and experience exchange in CAAD-education and looks for common interests and collaboration. A specific joint study program works on typical audiovisual material and lecture notes, which will be updated according to teacher's needs. A demand has been done to implement an integrated CAAD package. eCAADe focuses to integrate computer approaches across country boundaries as well as across disciplinary boundaries, as to reach a higher quality of the design education.

series eCAADe
email t.w.maver@strath.ac.uk
last changed 2022/06/07 07:50

_id 40d6
authors Johnson, Robert E.
year 1984
title The Integration of Economic Analysis and Computer-based Building Models
source CIB W-65 Symposium. July, 1984. [19] p. : ill. includes bibliography
summary Most current methods used to evaluate the economics of building designs are inadequate in that they focus on the evaluation of completed designs and do not assist in the development and creation of designs. They are used after most major design decisions have been made. This paper describes the first year of a two year research project (funded by the National Science Foundation, the U.S. Government) which seeks to integrate economic analysis techniques into design decision-making within the context of an interactive computer-aided architectural and engineering design system. Issues reviewed include the current state of computer software, existing economic analysis models and existing economic analysis software. A conclusion is reached that most economic analysis systems fall into the category of single purpose software and are not adaptable to the wide range of idiosyncratic evaluation models used in real estate, architecture, engineering, construction and building management. Objectives are proposed for a general purpose, interactive cost modeling system that is integrated with a geometric computer-based building model. Initial experiments with a prototype of this system at various stages of the design-construction-use process are discussed. Further development of this system as a research tool for exploring alternative economic modeling procedures is presented
keywords analysis, evaluation, CAD, architecture, design, methods, economics, integration
series CADline
last changed 2003/06/02 13:58

_id e0a3
authors Johnson, Robert E.
year 1984
title Computer-Aided Energy Economics for Early Concept Design Analysis
source Building Economics, International Symposium Proceedings (3rd : Canada). 1984? vol. 3: pp.46-57 : ill. includes bibliography
summary Decisions that have the greatest impact on energy cost performance are made very early in the design process. The problem is that these early design decisions are rarely tested thoroughly until very late in design. Usually this is due to the difficulties inherent in the use of the more sophisticated analysis procedures. Hourly energy computer simulations are costly to use, often require detailed input preparation, and use large ''main-frame' computers. Easier to use energy evaluation tools such as manual calculations and simplified computer programs do not yield reliable results. This is particularly true when passive solar design solutions are being tested. However, even the sophisticated approaches often have a limited ability to comprehensively model the economic implications of the more accurate energy simulations. This paper is intended to describe efforts at the University of Michigan to develop a more integrated approach to the assessment of energy economics - one that may be used at the earliest stages of concept design. The approach taken has been to concentrate on developing interactive, easy to use computer programs to describe building design proposals. This computer-generated building model is then used to automatically generate the information required to run a large, sophisticated energy analysis program developed by the U.S. Army Corps of Engineers (BLAST). Total life cycle cost analysis is performed either using procedures within BLAST or an 'electronic spreadsheet' system. Perceived deficiencies in the current state of this energy/cost evaluation system are described, and future research directions are presented
keywords architecture, energy, analysis, CAD, economics, design, methods
series CADline
last changed 2003/06/02 10:24

_id 0ecb
authors Waerum, Jens and Rüdiger Kristiansen, Bjarne
year 1989
title CAAD Education at the School of Architecture Copenhagen
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 4.5.1-4.5.9
doi https://doi.org/10.52842/conf.ecaade.1989.x.q8k
summary The establishment of Datacentret (the Data Centre) in summer 1985 was preceded by 15 years slow- moving, arduous work from the early experiments in what was then the computing laboratory under the supervision of architect Per Jacobi, author of the Danish 3D drawing system MONSTER, until 1984, when a special committee was commissioned to draw up proposals for the introduction of teaching in computing at the Architects School. In spring 1985 the school administrators decided that a central computer workshop should be set up and in cooperation with the school's institutes placed jointly in charge of instructing teachers and students, carrying out research and development within the field of architecture and taking steps to work out a curriculum of supplementary training for practising architects. With the aid of a special grant, 12 PC's were successfully acquired in the 2 years that followed, as well as a screen projector and other peripherals.
series eCAADe
last changed 2022/06/07 07:50

_id 2c1b
authors Woolf, Beverly and McDonald, David D.
year 1984
title Building a Computer Tutor : Design Issues
source IEEE Computer. September, 1984. vol. 17: pp. 61-73 : diagrams. includes bibliography
summary An effective tutor must deal with a fundamental problem of communication: to determine how messages are received and understood and to formulate appropriate answers. This means that a tutor, more than a speaker, must verify that both parties know what information has been covered, what is missing, and which communication might be erroneous. In this article the authors discuss how an understanding of a student can be constructed in an artificial intelligence program and how this understanding, coupled with a facility for language generation, can be used to build flexible machine tutor
keywords education, communication, information, learning, AI, systems
series CADline
last changed 2003/06/02 13:58

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email axbesa03@gmail.com
last changed 2022/06/07 07:54

_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 l.gavin@ucl.ac.uk
last changed 2006/11/07 07:22

_id avocaad_2001_15
id avocaad_2001_15
authors Henri Achten, Jos van Leeuwen
year 2001
title Scheming and Plotting your Way into Architectural Complexity
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 The problem of complexity underlies all design problems. With the advent of CAD however, our ability to truly represent complexity has increased considerably. Following the four waves of design methodology as distinguished by Cross (1984), we see changing architectural design attitudes with respect to complexity. Rather than viewing it as problematic issue, designers such as Koolhaas, van Berkel, Lynn, and Franke embrace complexity and make it a focus in their design work. The computer is an indispensable instrument in this approach. The paper discusses the current state of the art in architectural design positions on complexity and CAAD, and reflects in particular on the role of design representations in this discussion. It is advanced that a number of recent developments are based on an intensified use of design representations such as schema’s, diagrams, and interactive modelling techniques. Within the field of possibilities in this field, the authors discuss Feature-Based Modelling (FBM) as a formalism to represent knowledge of the design. It is demonstrated how the FBM approach can be used to describe graphic representations as used in design, and how other levels and kinds of design knowledge can be incorporated, in particular the less definite qualitative information in the early design phase. The discussion section concludes with an extrapolation of the current role of design representation in the design process, and advances a few positions on the advantage and disadvantage of this role in architectural design.
series AVOCAAD
email h.h.achten@bwk.tue.nl
last changed 2005/09/09 10:48

_id ebcc
authors Kolb, David A.
year 1984
title Experiential Learning
source Prentice Hall
summary In his book Experiential Learning: Experience as the Source of Learning and Development (1984), David Kolb introduces his experiential learning theory and provides a model for its application in schools, organizations, and virtually anywhere people are gathered together. Kolb's comprehensive and practical theory builds on the rich foundations of experience-based learning provided by John Dewey, Kurt Lewin, and Jean Piaget. We first consider the roots of his theory following which we offer a summary of it in practice.
series other
last changed 2003/04/23 15:14

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email tkvan@arch.hku.hk
last changed 2003/05/15 10:29

_id 6ed3
authors Rasdorf, William J. and Storaasli, Olaf O.
year 1985
title The Role of Computing in Engineering Education
source Toward Expert Systems, Computers and Structures. Pergamon Press, July, 1985. vol. 20: pp. 11-15. Also published in: Advances and Trends in Structures and Dynamics edited by A. K. Noor and R. J. Hayduk
summary Pergamon Press, 1985. --- Also Published in : Proceedings of the Symposium on Advances and Trends in Structures and Dynamics, Pergamon Press, George Washington University and the National Aeronautics and Space Administration, Washington, D.C. pp. 11-15, Oct.1984. The rapid advances occurring in interactive micro-computing and computer science have provided the engineer with a powerful means of processing, storing, retrieving, and displaying data. The effective use of computer technology in engineering processes and applications is recognized by many as the key to increased individual, company, and national productivity. The implications of this observation for the academic community are clear: we must prepare our students to use computer methods and applications as part of their fundamental education. The proper tradeoff between engineering fundamentals and computer science principles and practices is changing with many of the concepts of engineering now being packaged in algorithms or on computer chips. The components of an education should include operating system fundamentals, data structures, program control and organization, algorithms, and computer architectures. It is critically important for engineering students to receive an education that teaches them these fundamentals. This paper suggests that to convey the essentials of computer science to future engineers requires, in part, the addition of computer courses to the engineering curriculum. It also requires a strengthening of the computing content of many other courses so that students come to treat the computer as a fundamental component of their work. This is a major undertaking, but new engineers graduating with advanced computing knowledge will provide potentially significant future innovations in the engineering profession
keywords CAE, education, civil engineering
series CADline
last changed 2003/06/02 13:58

_id 20a8
authors Ruffle, Simon
year 1986
title How Can CAD Provide for the Changing Role of the Architect?
source Computer-Aided Architectural Design Futures [CAAD Futures Conference Proceedings / ISBN 0-408-05300-3] Delft (The Netherlands), 18-19 September 1985, pp. 197-199
summary At the RIBA Conference of 1981 entitled 'New Opportunities', and more recently at the 1984 ACA Annual Conference on 'Architects in Competition' there has been talk of marketing, new areas of practice, recapturing areas of practice lost to other professions, more accountability to client and public 'the decline of the mystique of the professional'. It is these issues, rather than technical advances in software and hardware, that will be the prime movers in getting computers into widespread practice in the future. In this chapter we will examine how changing attitudes in the profession might affect three practical issues in computing with which the author has been preoccupied in the past year. We will conclude by considering how, in future, early design stage computing may need to be linked to architectural theory, and, as this is a conference where we are encouraged to be outspoken, we will raise the issue of a computer-based theory of architecture.
series CAAD Futures
email sjr56@cam.ac.uk
last changed 2003/05/16 20:58

_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
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
doi https://doi.org/10.52842/conf.caadria.2020.2.283
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 jeroen.vanameijde@cuhk.edu.hk
last changed 2022/06/07 07:56

_id f9f4
authors Cook, R.L., Porter, Th. and Carpenter, L.
year 1984
title Distributed Ray Tracing
source Computer Graphics, vol. 18, no. 3, pp. 137145, July 1984. SIGGRAPH '84 Proceedings
summary Ray tracing is one of the most elegant techniques in computer graphics. Many phenomena that are difficult or impossible with other techniques are simple with ray tracing, including shadows, reflections, and refracted light. Ray directions, however, have been determined precisely, and this has limited the capabilities of ray tracing. By distributing the directions of the rays according to the analytic function they sample, ray tracing can incorporate fuzzy phenomena. This provides correct and easy solutions to some previously unsolved or partially solved problems, including motion blur, depth of field, penumbras, translucency, and fuzzy reflections. Motion blur and depth of field calculations can be integrated with the visible surface calculations, avoiding the problems found in previous methods.
series journal paper
last changed 2003/04/23 15:14

_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 christian.derix@aedas.com
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_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

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