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 233

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
doi https://doi.org/10.52842/conf.acadia.1994.039
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

series ACADIA
email
last changed 2022/06/07 07:54

_id 8c66
authors Brooks, Frederick P. Jr., Ouh-Young,Ming and Batter, James J. (et al)
year 1990
title Project GROPE - Haptic Displays for Scientific Visualization
source SIGGRAPH '90 Conference Proceedings August, 1990. vol. 24 ; no. 4: pp. 177-185 : ill. (some col.). includes bibliography.
summary A project to develop a haptic and display for 6-D force fields of interacting protein molecules was began in 1967. The authors approached it in four stages: a 2-D system, a 3-D system tested with a simple task, a 6-D system tested with a simple task, and a full 6-D molecular docking system, which was the initial goal. This paper summarize the entire project, the four systems, the evaluation experiments, the results, and the authors observations
keywords user interface, computer graphics, visualization, virtual reality
series CADline
last changed 2003/06/02 10:24

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id a33f
authors Cote, Pierre, Hartkopf , Volker and Loftness, Vivian (et al)
year 1990
title Vector Field Representation for the Evaluation of Multiple Performance Variables
source 1990. 6, [7] p., [3] p. of ill. includes bibliography
summary A vector field representation is proposed to simulate the spatial distribution of four building system performance variables: light, sound, radiant heat, and air flow. From this simulation, a measure of the impact of adding, deleting, or modifying an object in the field is computed. This measure serves as a passive evaluation of the user/designer's decision to modify the location or dimensions of the object in a space. This process of simulation-evaluation is performed by a performance module (PM), which is viewed as a component of a CAAD System (Computer Architectural Aided Design). This paper describes the motivation, objectives, methodology and preliminary results of the approach
keywords simulation, CAD, computation, evaluation, building, performance, architecture
series CADline
last changed 2003/06/02 13:58

_id e5e2
authors Coyne, R.D., Rosenman, M.A. and Radford, A.D. (et.al.)
year 1990
title Knowledge Based Design Systems
source 576 p. : ill Reading, Mass.: Addison-Wesley, 1990. includes bibliographies and index.
summary This book describes the bases, approaches, techniques, and implementations of knowledge-based design systems, and advocates and develops new directions in design systems generally. A formal model of design coupled with the notion of prototypes provides a coherent framework for all that follows and is a platform on which a comprehension of knowledge-based design rests. The book is divided into three parts. Part I, Design, examines and describes design and design processes, providing the context for the remainder of the book. Part II, Representation and Reasoning, explores the kinds of knowledge involved in design and the tools and techniques available for representing and controlling this knowledge. It examines the attributes of design that must be described and the ways in which knowledge-based methods are capable of describing and controlling them. Part III, Knowledge-Based Design, presents in detail the fundamentals of the interpretation of design, including the role of expert systems in interpreting existing designs, before describing how to produce designs within a knowledge-based environment. This part includes a detailed examination of design processes from the perspective of how to control these processes. Within each of these processes, the place and role of knowledge is presented and examples of knowledge-based design systems given. Finally, the authors examine central areas of human design and demonstrate what current knowledge-based design systems are capable of doing now and in the future
keywords knowledge base, design process, representation, CAD, AI, prototypes, expert systems
series CADline
email
last changed 2003/05/17 10:13

_id 68c8
authors Flemming, U., Coyne, R. and Fenves, S. (et al.)
year 1994
title SEED: A Software Environment to Support the Early Phases in Building Design
source Proceeding of IKM '94, Weimar, Germany, pp. 5-10
summary The SEED project intends to develop a software environment that supports the early phases in building design (Flemming et al., 1993). The goal is to provide support, in principle, for the preliminary design of buildings in all aspects that can gain from computer support. This includes using the computer not only for analysis and evaluation, but also more actively for the generation of designs, or more accurately, for the rapid generation of design representations. A major motivation for the development of SEED is to bring the results of two multi-generational research efforts focusing on `generative' design systems closer to practice: 1. LOOS/ABLOOS, a generative system for the synthesis of layouts of rectangles (Flemming et al., 1988; Flemming, 1989; Coyne and Flemming, 1990; Coyne, 1991); 2. GENESIS, a rule-based system that supports the generation of assemblies of 3-dimensional solids (Heisserman, 1991; Heisserman and Woodbury, 1993). The rapid generation of design representations can take advantage of special opportunities when it deals with a recurring building type, that is, a building type dealt with frequently by the users of the system. Design firms - from housing manufacturers to government agencies - accumulate considerable experience with recurring building types. But current CAD systems capture this experience and support its reuse only marginally. SEED intends to provide systematic support for the storing and retrieval of past solutions and their adaptation to similar problem situations. This motivation aligns aspects of SEED closely with current work in Artificial Intelligence that focuses on case-based design (see, for example, Kolodner, 1991; Domeshek and Kolodner, 1992; Hua et al., 1992).
series other
email
last changed 2003/04/23 15:14

_id 0544
authors Foley, et.al.
year 1990
title Computer Graphics Principles and Practice
source Addison-Wesley
summary Computer Graphics: Principles and Practice is the most exhaustive overview of computer graphics techniques available. This textbook's 21 chapters cover graphics hardware, user interface software, rendering, and a host of other subjects. Assuming a solid background in computer science or a related field, Computer Graphicsgives example programs in C and provides exercises at the end of each chapter to test your knowledge of the material. The guide has over 100 beautiful, four-color photographs that illustrate important topics and algorithms, such as ray tracing and bump maps, and also inspire you to acquire the skills necessary to produce them. Encyclopedic in its coverage, the book has a good table of contents so that you can immediately turn to information on the z-Buffer algorithm or the chapter on animation.
series other
last changed 2003/04/23 15:14

_id f586
authors Gabriel, G. and Maher, M.L.
year 2000
title Analysis of design communication with and without computer mediation
source Proceedings of Co-designing 2000, pp. 329-337
summary With recent developments in CAD and communication technologies, the way we visualise and communicate design representations is changing. A matter of great interest to architects, practitioners and researchers alike, is how computer technology might affect the way they think and work. The concern is not about the notion of 'support' alone, but about ensuring that computers do not disrupt the design process and collaborative activity already going on (Bannon and Schmidt, 1991). Designing new collaborative tools will then have to be guided by a better understanding of how collaborative work is accomplished and by understanding what resources the collaborators use and what hindrances they encounter in their work (Finholt et al., 1990). Designing, as a more abstract notion, is different than having a business meeting using video conferencing. In design it is more important to 'see' what is being discussed rather than 'watch' the other person(s) involved in the discussion. In other words the data being conveyed might be of more importance than the method with which it is communicated (See Kvan, 1994). Similarly, we believe that by using text instead of audio as a medium for verbal communication, verbal representations can then be recorded alongside graphical representations for later retrieval and use. In this paper we present the results of a study on collaborative design in three different environments: face-to-face (FTF), computer-mediated using video conferencing (CMCD-a), and computer-mediated using "talk by typing" (CMCD-b). The underlying aim is to establish a clearer notion of the collaborative needs of architects using computer-mediation. In turn this has the potential in assisting developers when designing new collaborative tools and in assisting designers when selecting an environment for a collaborative session.
series other
last changed 2003/04/23 15:50

_id 8833
authors Kalay, Yehuda E., Swerdloff, Lucien M. and Majkowski, Bruce R. (et al)
year 1990
title Process and Knowledge in Design Computation
source Journal of Architectural Education. February, 1990. includes bibliography
summary The challenge of understanding the many facets of design has been a central issue in attempting to computationally define design processes and knowledge. The historical progression of computers in design has been characterized by high aspirations repeatedly humbled by the complexity of design problems. Fundamental questions concerning the role and impact of computers in design should be re-examined in light of new developments in Computer-Aided Design (CAD) and Artificial Intelligence (AI), and the progressive understanding of design itself. At the heart of these issues must lie a mutual understanding of the respective traits of design and computation, and the balance of interaction between them. In this paper two avenues, expressed in terms of mappings between design and computation, are explored with the intention of clarifying the relationship between the theories of design and computation. First, the relationship between models of the design process and computational search strategies is explored. Several paradigms (problem solving, puzzle making, and constraint satisfying), which demonstrate a breadth of approaches to modeling design, are presented along with their computational implications. Second, relationships between design knowledge and computational representation schemes are discussed. Emphasis is placed on drawing from cognitive and computational knowledge representation schemes to represent design knowledge. Finally, some thoughts on integrating these design models and knowledge representation schemes into computer systems to assist designers are discussed
keywords design process, knowledge, representation, architecture
series CADline
email
last changed 2003/06/02 13:58

_id 6ab7
authors Korson, Tim and McGregor, John D.
year 1990
title Understanding Object- Oriented : A Unifying Paradigm
source Communications of the ACM September, 1990. vol. 33: pp. 40-60. includes bibliography.
summary The purpose of this paper is to introduce terminology, concepts and basic techniques surrounding the object-oriented paradigm. software / OOPS / programming. 63. Koskela, Lauri, Raija Hynynen and Martti Kallavuo, et al. 'Expert Systems in Construction - Initial Experiences.' CAD and Robotics in Architecture and Construction, Proceedings of the International Joint Conference = CAO et Robotique en Architecture et B.T.P. Actes des Journees Internationales. June, 1986. Paris: Hermes, pp. 167-176. includes bibliography and abstracts in French and English. This paper describes development of expert systems for construction applications in the Laboratory of Building Economics of the Technical Research Centre of Finland. Five small expert systems are described. Experiences gained in the development work are evaluated. The future significance of expert systems for the construction industry is discussed, and an approach towards expert systems to be adopted by organizations in the construction industry is suggested
keywords construction, applications, economics, expert systems, knowledge, evaluation, analysis
series CADline
last changed 2003/06/02 10:24

_id 61a0
authors Lee, Philip, Wei, Susanna and Zhao, Jianmin (et al)
year 1990
title Strength Guided Motion
source Computer Graphics. ACM, August, 1990. vol. 24: pp. 253-262 : ill. includes bibliography
summary A methodology and algorithm are presented that generate motion imitating the way humans complete a lifting task under various loading conditions. The path taken depends on 'natural' parameters: the figure geometry, the given load, the final destination, and especially, the strength model of the agent. Additional user controllable parameters of the motion are the comfort of the action and the perceived exertion of the agent. The algorithm uses this information to incrementally compute a motion path of the end-effector moving the load. It is therefore instantaneously adaptable to changing force, loading, and strength conditions. Various strategies are used to model human behavior that compute the driving torques as the situation changes. The algorithm runs in near-real time and offers an agent-dependent toolkit for fast path prediction. Example are presented for various tasks
keywords algorithms, animation, computer graphics, modeling
series CADline
last changed 2003/06/02 13:58

_id aa49
authors McCall, R.J., Bennett, P.R. and D'oronzio, P.S. (et al)
year 1990
title PHIDIAS : Integrating CAD Graphics into Dynamic Hypertext
source Hypertext : Concepts, System and Applications, Proceedings of the European Conference on Hypertext, ECHT'90. Cambridge University Press., 1990. pp. 152-165 : ill. includes bibliography
summary PHIDIAS is a hypermedia system for supporting environmental design. It embodies a theory of design as continual alternation between two complementary activities: construction of solution form and argumentation about construction. To support these activities it implements a number of advanced hypermedia concepts. These include an applicative query language providing search by both structure and content, virtual structures, composite graphic notes, query-based graphic clustering, and 'triggered' queries which connect construction acts to relevant sections of the argumentive network. PHIDIAS constitutes a new type of integrated information environment design
keywords hypermedia, CAD, design, methods, user interface, argumentation, hypertext
series CADline
last changed 2003/06/02 14:41

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 29c2
authors Ozel, Filiz
year 1991
title An Intelligent Simulation Approach in Simulating Dynamic Processes in Architectural Environments
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 177-190
summary The implications of object-oriented data models and rule-based reasoning systems is being researched in a wide variety of application areas ranging from VLSI circuit design (Afsannanesh et al 1990) to architectural environments (Coyne et al 1990). The potential of this approach in the development of discrete event simulations is also being scrutinized (Birtwistle et al 1986). Such computer models are usually called "expert simulations" or "intelligent simulations". Typically rule-basing in such models allows the definition of intelligent-objects that can reason about the simulated dynamic processes through an inferencing system. The major advantage of this approach over traditional simulation languages is its ability to provide direct reference to real world objects and processes. The simulation of dynamic processes in architectural environments poses an additional Problem of resolving the interaction of architectural objects with other objects such as humans, water, smoke etc., depending on the process simulated. Object-oriented approach promises potential in solving this specific problem. The first part of this paper addresses expert simulation approach within the context of architectural settings, then the second part summarizes work done in the application of such an approach to an emergency egress simulation.
series CAAD Futures
last changed 1999/04/07 12:03

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
doi https://doi.org/10.52842/conf.acadia.2000.015.2
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
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 Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 450c
authors Akin, Ömer
year 1990
title Computational Design Instruction: Toward a Pedagogy
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 302-316
summary The computer offers enormous potential both in and out of the classroom that is realized only in limited ways through the applications available to us today. In the early days of the computer it was generally argued that it would replace the architect. When this idea became obsolete, the prevailing opinion of proponents and opponents alike shifted to the notion of the computer as merely adding to present design capabilities. This idea is so ingrained in our thinking that we still speak of "aiding" design with computers. It is clear to those who grasp the real potential of this still new technology - as in the case of many other major technological innovations - that it continues to change the way we design, rather than to merely augment or replace human designers. In the classroom the computer has the potential to radically change three fundamental ingredients: student, instruction, and instructor. It is obvious that changes of this kind spell out a commensurate change in design pedagogy. If the computer is going to be more than a passive instrument in the design studio, then design pedagogy will have to be changed, fundamentally. While the practice of computing in the studio continues to be a significant I aspect of architectural education, articulation of viable pedagogy for use in the design studio is truly rare. In this paper the question of pedagogy in the CAD studio will be considered first. Then one particular design studio taught during Fall 1988 at Carnegie Mellon University will be presented. Finally, we shall return to issues of change in the student, instruction, and instructor, as highlighted by this particular experience.
series CAAD Futures
email
last changed 2003/11/21 15:15

_id 849b
authors Amiel, Maurice
year 1991
title NOTES ON IN-SITU – FULL-SCALE EXPERIMENTATION AND THE DESIGN PROFESSIONS
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 40-43
summary In the north american academic context a workshop is different from a paper session in that it is simply an opportunity to exchange ideas and to raise questions among colleagues who can bring to bear in their discussion various points of view and experiences otherwise unavailable.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:18

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