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

PDF papers
References

Hits 1 to 20 of 264

_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 64b2
authors Brown, G. Z.
year 1990
title Desirable Interface Characteristics of Knowledge-Based Energy Software Used by Architects
source March, 1990. 14 p. : ill. includes bibliography
summary This paper describes ongoing research projects on the development of user interfaces for energy software to be used by architects. The paper takes the position that the goal of knowledge-based design software should be to help the architect to visualize the unimagined. In order to approach this goal the unique characteristics of the architectural design process must be understood and used in the creation of software. The two characteristics discussed are: the architectural design process emphasizes synthesis rather than analysis, and the symbols used to transmit knowledge are primarily graphic abstractions rather than alpha-numeric abstractions
keywords user interface, architecture, design process, knowledge base, software, energy
series CADline
last changed 2003/06/02 13:58

_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 8775
authors Cigolle, Mark and Coleman, Kim
year 1990
title Computer Integrated Design: Transformation as Process
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. 333-346
summary To bring together poetry, magic and science, to explore beyond preconceptions, to invent spaces and forms which re-form and inform man's experience, these are the possibilities of architecture. Computer integrated design offers a means for extending the search, one which integrates both conceptual and perceptual issues in the making of architecture. The computer may assist in generating constructs which would not have been created by conventional methods. The application of computer techniques to design has to date been focused primarily on production aspects, an area which is already highly organizable and communicable. In conceptual and perceptual aspects of design, computer techniques remain underdeveloped. Since the impetus for- the development of computer applications has come from the immediate economics of practice rather than a theoretically based strategy, computer-aided design is currently biased toward the replication of conventional techniques rather than the exploration of new potentials. Over the last two years we have been involved in experimentation with methodologies which engage the computer in formative explorations of the design idea. Work produced from investigations by 4th and 5th year undergraduate students in computer integrated design studios that we have been teaching at the University of Southern California demonstrates the potential for the use of the computer as a principal tool in the exploration of syntax and perception, space and program. The challenge is to approach the making of architecture as an innovative act, one which does not rely on preconceived notions of design.
series CAAD Futures
email
last changed 2003/05/16 20:58

_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 411f
authors Coyne, Richard D. and Postmus, A.G.
year 1990
title Spatial Applications of Neural Networks in Computer-Aided Design
source Artificial Intelligence in Engineering. 1990. vol. 5: pp. 9-22. CADLINE has abstract only
summary Neural networks of PDP (parallel distributed processing), models of computation are based on mathematical models of neural processes. The authors explore the application of PDP to simple spatial reasoning in computer-aided design. Knowledge that provides a mapping from performances to design descriptions can be encoded into PDP systems in the form of learned patterns. The implementation of a simple PDP pattern associator is described. The system is shown to facilitate a rudimentary kind of associative or analogical reasoning. It also facilitates reasoning where only incomplete information is available. There are important concerns in design reasoning
keywords CAD, neural networks, design, representation, knowledge, reasoning
series CADline
email
last changed 2003/05/17 10:13

_id 8435
authors Coyne, Richard D.
year 1990
title Tools for Exploring Associative Reasoning in Design
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. 91-106
summary Two tools for storing and recalling information in computer systems are discussed and demonstrated in relation to design. The tools are hypermedia and neural networks. Each provides a valuable model for reasoning by the association of ideas.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id c4fe
authors Coyne, Richard D.
year 1990
title Design Reasoning Without Explanations
source AI Magazine. 1990. vol. 11: pp. 72-80
summary This paper proposes 'connectionism' as an alternative to 'classical cognitivism' in understanding design. In the process the author considers the difficulties encountered within a particular view of the role of explanations and typologies. Connectionism provides an alternative model that does not depend on the articulation of explanations and typologies
keywords design process, reasoning
series CADline
email
last changed 2003/05/17 10:13

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 242f
authors Goldman, Glenn and Zdepski, M. Stephen
year 1990
title Image Sampling
doi https://doi.org/10.52842/conf.acadia.1990.021
source From Research to Practice [ACADIA Conference Proceedings] Big Sky (Montana - USA) 4-6 October 1990, pp. 21-28
summary Analogous to music sampling, in which sounds from the environment are recorded, distorted and used in unique ways to create music, "image sampling" is the visual equivalent of a sound bite used to create new visual forms, textures, patterns and types of architecture. Through the use of image sam ling, a designer can accurately record and digitize images from the existing visual world: rom the physical (built or natural) context of the site, from history (a specific building " or a significant architectural monument) or from previous work produced by the designer. The digital scanning process makes design information equal and uniform, as it converts all images to dot patterns of varying color. As a result the image can be transformed through numeric operations (even when the algorithms are transparent to the end user). The recorded images can therefore be fragmented, combined, distorted, duplicated, tweened, or subjected to random automated operations. Because computer images are digital, they facilitate modification and transformation, unlike their analog counterparts. Merging video and image processing capabilities with three-dimensional modeling permits the designer to collage visual information into new and readily editable architectural proposals. Combining image samples into new architectural concepts expands the scope of potentials available to the architect and also raises fundamental questions about issues of originality, creativity, authenticity, and the nature of the design process itself. What is original work, created by the designer, and what is merely re-used? The discussion of new digital imaging eventually leads to questions about design theory and ethics, in addition to those associated with computer technology and architectural form. As one works in any new medium, including the digital environment, many questions are raised about its impacts on design. Much of what is presented in this paper are early speculations on the implications of the digital technology and its influence on architecture.
series ACADIA
email
last changed 2022/06/07 07:51

_id 04aa
authors Harfmann, Anton C. and Chen, Stuart S.
year 1990
title Building Representation within a Component Based Paradigm
doi https://doi.org/10.52842/conf.acadia.1990.117
source From Research to Practice [ACADIA Conference Proceedings] Big Sky (Montana - USA) 4-6 October 1990, pp. 117-127
summary This paper questions the use of a 2-dimensional medium to convey 3-dimensional information about design intent and proposes a computer-aided paradigm that could radically alter the way in which buildings are designed and built. The paradigm is centered about the accurate and rational representation (Rush, 86) of each individual component that makes up a building in a single, shared, computer based model. The single model approach couples the accurate physical representation of components with the accurate representation of technical information and knowledge about the assemblies of building components. It is anticipated that implementation of this approach will result in fewer communication problems that currently plague the fragmented process of practicing in the professions of architecture and engineering. The paper introduces the basic concepts within the paradigm and focuses on the development of intuitive, reasoning about the component-based design suitable for incorporation in a computer-aided setting.
series ACADIA
email
last changed 2022/06/07 07:49

_id c3f1
authors Jackson, Daniel M.
year 1990
title Electronic Telecommunications and the Emergence ofGlobal Architecture
source School of Architecture and Planning, State University of New York at Buffalo
summary The act of communicating is an organizational behavior which can be learned and modified to create the most efficient environment for the exchange of information. A state of effective communication relies not only upon its methods but also upon its underlying state of organization. In utilizing the computer to decrease the obstruction of time and distance, the profession can accelerate and become more efficient in communicating on the three most basic levels of information and thought transfer: (1) between the architect and the client; (2) between the architect and the design team (whether they are within the same office or are distant consultants); and (3) between the constantly growing and universally accessible sources of both specific and general knowledge and data bases. The use of the computer as a tool for instantaneous access to knowledge pools, clients and other professionals poses several questions which should be of great concern within the architectural community which has become compartmentalized. This paper explores how the computer can aid the architect in communication amongst peers, with the client, and eventually, with the builder and user. Furthermore, this paper proposes a 'global network' or 'global office' as an extension of current practice wherein the architect's entire scope of design knowledge is broadened.

[Citation from CADLine]

keywords Architecture; Communication; Information; Practice
series thesis:MSc
last changed 2002/12/14 19:17

_id ab3c
authors Kramer, G.
year 1996
title Mapping a Single Data Stream to Multiple Auditory Variables: A Subjective Approach to Creating a Compelling Design
source Proceedings of the Third International Conferenceon Auditory Display, Santa FO Institute
summary Representing a single data variable changing in time via sonification, or using that data to control a sound in some way appears to be a simple problem but actually involves a significant degree of subjectivity. This paper is a response to my own focus on specific sonification tasks (Kramer 1990, 1993) (Fitch & Kramer, 1994), on broad theoretical concerns in auditory display (Kramer 1994a, 1994b, 1995), and on the representation of high-dimensional data sets (Kramer 1991a & Kramer & Ellison, 1991b). The design focus of this paper is partly a response to the others who, like myself, have primarily employed single fundamental acoustic variables such as pitch or loudness to represent single data streams. These simple representations have framed three challenges: Behavioral and Cognitive Science-Can sonifications created with complex sounds changing simultaneously in several dimensions facilitate the formation of a stronger internal auditory image, or audiation, than would be produced by simpler sonifications? Human Factors and Applications-Would such a stronger internal image of the data prove to be more useful from the standpoint of conveying information? Technology and Design-How might these richer displays be constructed? This final question serves as a starting point for this paper. After years of cautious sonification research I wanted to explore the creation of more interesting and compelling representations.
series other
last changed 2003/04/23 15:50

_id aea2
authors Laurel, B. (ed.)
year 1990
title The Art of Human-Computer Interface Design
source New York: Addison-Wesley.
summary Human-computer interface design is a new discipline. So new in fact, that Alan Kay of Apple Computer quipped that people "are not sure whether they should order it by the yard or the ton"! Irrespective of the measure, interface design is gradually emerging as a much-needed and timely approach to reducing the awkwardness and inconveniences of human-computer interaction. "Increased cognitive load", "bewildered and tired users" - these are the byproducts of the "plethora of options and the interface conventions" faced by computer users. Originally, computers were "designed by engineers, for engineers". Little or no attention was, or needed to be, paid to the interface. However, the pervasive use of the personal computer and the increasing number and variety of applications and programs has given rise to a need to focus on the "cognitive locus of human-computer interaction" i.e. the interface. What is the interface? Laurel defines the interface as a "contact surface" that "reflects the physical properties of the interactors, the functions to be performed, and the balance of power and control." (p.xiii) Incorporated into her definition are the "cognitive and emotional aspects of the user's experience". In a very basic sense, the interface is "the place where contact between two entities occurs." (p.xii) Doorknobs, steering wheels, spacesuits-these are all interfaces. The greater the difference between the two entities, the greater the need for a well-designed interface. In this case, the two very different entities are computers and humans. Human-conputer interface design looks at how we can lessen the effects of these differences. This means, for Laurel, empowering users by providing them with ease of use. "How can we think about it so that the interfaces we design will empower users?" "What does the user want to do?" These are the questions Laurel believes must be asked by designers. These are the questions addressed directly and indirectly by the approximately 50 contributors to The Art of Human-Computer Interface Design. In spite of the large number of contributors to the book and the wide range of fields with which they are associated, there is a broad consensus on how interfaces can be designed for empowerment and ease of use. User testing, user contexts, user tasks, user needs, user control: these terms appear throughout the book and suggest ways in which design might focus less on the technology and more on the user. With this perspective in mind, contributor D. Norman argues that computer interfaces should be designed so that the user interacts more with the task and less with the machine. Such interfaces "blend with the task", and "make tools invisible" so that "the technology is subervient to that goal". Sellen and Nicol insist on the need for interfaces that are 'simple', 'self-explanatory', 'adaptive' and 'supportive'. Contributors Vertelney and Grudin are interested in interfaces that support the contexts in which many users work. They consider ways in which group-oriented tasks and collaborative efforts can be supported and aided by the particular design of the interface. Mountford equates ease of use with understating the interface: "The art and science of interface design depends largely on making the transaction with the computer as transparent as possible in order to minimize the burden on the user".(p.248) Mountford also believes in "making computers more powerful extensions of our natural capabilities and goals" by offering the user a "richer sensory environment". One way this can be achieved according to Saloman is through creative use of colour. Saloman notes that colour can not only impart information but that it can be a useful mnemonic device to create associations. A richer sensory environment can also be achieved through use of sound, natural speech recognition, graphics, gesture input devices, animation, video, optical media and through what Blake refers to as "hybrid systems". These systems include additional interface features to control components such as optical disks, videotape, speech digitizers and a range of devices that support "whole user tasks". Rich sensory environments are often characteristic of game interfaces which rely heavily on sound and graphics. Crawford believes we have a lot to learn from the design of games and that they incorporate "sound concepts of user interface design". He argues that "games operate in a more demanding user-interface universe than other applications" since they must be both "fun" and "functional".
series other
last changed 2003/04/23 15:14

_id 0b62
authors Maher, Mary Lou
year 1990
title Process Models for Design Synthesis
source AI Magazine. 1990. vol. 11: pp. 49-58
summary Models of design processes provide guidance in the development of knowledge-based systems for design. The basis for such models comes from both research in design theory and methodology as well as problem solving in artificial intelligence. Three models are presented: decomposition, case-based reasoning, and transformation. Each model provides a formalism for representing design knowledge and experience in distinct and complementary forms
keywords design process, knowledge base, systems, theory, decomposition, representation, reasoning
series CADline
email
last changed 2003/05/17 10:19

_id c903
authors Mark, Earl
year 1990
title Case Studies in Moviemaking and Computer-Aided Design
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. 393-412
summary A movie which is developed from site location video, sync sound, and computer graphics animation can provide a highly convincing simulation of reality. A movie that conveys a sense of the space, materials and juxtaposition of objects of a proposed architectural design provides a special kind of realism, where the representation may be of a proposed building that exists only within the mind of an architect. For an experienced architect, however, the movie may not provide a good surrogate experience for what it feels like to actually be within the architectural space. In these case studies, a few projects that combine moviemaking and computer-aided design technologies are examined. These projects were completed using a combination of resources at the MIT School of Architecture and Planning and the Harvard Graduate School of Design. The integrated use of these media is presented as conceptualized with the Electronic Design Studio, a research project that has been supported over the past five years by Project Athena at MIT. The impact of movies and computer-aided design on the perception of architectural space is also reported- based on a pilot study of twenty architectural students.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 49a8
authors McCall, R., Fischer, G. and Morch, A.
year 1990
title Supporting Reflection-in-Action in the Janus Design Environment
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. 247-259
summary We have developed a computer-based design aid called Janus, which is based on a model of computer-supported design that we think has significance for the future of architectural education. Janus utilizes a knowledge-based approach to link a graphic construction system to hypertext. This allows the computer to make useful comments on the solutions that students construct in a CAD-like environment. These comments contain information intended to make students think more carefully about what they are doing while they are doing it. In other words, Janus promotes what Donald Schon has called "reflection-inaction" (Schon, 1983). The Janus design environment is named for the Roman god with a pair of faces looking in opposite directions. In our case the faces correspond to complementary design activities we call construction and argumentation. Construction is the activity of graphically creating the form of the solution e.g., a building. Traditionally this has been done with tracing paper, pencils, and pens. Argumentation is the activity of reasoning about the problem and its solution. This includes such things as considering what to do next, what alternative courses of action are available, and which course of action to choose. Argumentation is mostly verbal but partly graphical.
series CAAD Futures
last changed 1999/04/03 17:58

_id f047
authors Milne, Murray and Labib, Tarek
year 1990
title Tools for Designing Climate Responsive Buildings
doi https://doi.org/10.52842/conf.acadia.1990.161
source From Research to Practice [ACADIA Conference Proceedings] Big Sky (Montana - USA) 4-6 October 1990, pp. 161-172
summary The term "Computer-Aided Design" for some people is reserved exclusively for drafting systems that provide a 2- or 3-dimensional graphic representation of a building. But many other issues bear on the final form of a building, issues that initially cannot be represented in a drawing of that building. These issues include thermal performance, lighting, economics, behavioral factors, acoustics, structural safety, etc. Architects in the future will have a whole kit of computer-aided design tools to help them address all of these non-graphic issues. A "design tool" might be defined as something that helps an architect make a better design decision. But the development of design tools also has a hidden agenda: they leave the architect with a richer understanding of the underlying issues involved. In other words, they also teach.
series ACADIA
last changed 2022/06/07 07:59

_id f507
authors Mitchell, W.
year 1990
title The Logic of Architecture: Design, Computation and Cognition
source The MIT Press, Cambridge
summary The Logic of Architecture is the first comprehensive, systematic, and modern treatment of the logical foundations of design thinking. It provides a detailed discussion of languages of architectural form, their specification by means of formal grammars, their interpretation, and their role in structuring design thinking. Supplemented by more than 200 original illustrations, The Logic of Architecture reexamines central issues of design theory in the light of recent advances in artificial intelligence, cognitive science, and the theory of computation. The richness of this approach permits sympathetic and constructive analysis of positions developed by a wide range of theorists and philosophers from Socrates to the present. Mitchell first considers how buildings may be described in words and shows how such descriptions may be formalized by the notation of first order predicate calculus. This leads to the idea of a critical language for speaking about the qualities of buildings. Turning to the question of representation by drawings and scale models, Mitchell then develops the notion of design worlds that provide graphic tokens which can be manipulated according to certain grammatical rules. In particular, he shows how domains of graphic compositions possible in a design world may be specified by formal shape grammars. Design worlds and critical languages are connected by showing how such languages may be interpreted in design worlds. Design processes are then viewed as computations in a design world with the objective of satisfying predicates of form and function stated in a critical language.
series other
last changed 2003/04/23 15:14

_id 3824
authors Mitchell, William J.
year 1989
title A New Agenda for Computer-Aided Architectural Design
doi https://doi.org/10.52842/conf.acadia.1989.027
source New Ideas and Directions for the 1990’s [ACADIA Conference Proceedings] Gainsville (Florida - USA) 27-29 October 1989, pp. 27-43
summary The essential theoretical foundations for today's practical computer-aided design systems were laid more than two decades ago. They have served us well, but they are now sorely in need of revision. This paper suggests some directions that this revision might take. In particular, I focus on the roles of ambiguity and discontinuity in shape interpretation, instability in rules for carrying out shape computations, and nonmonotonicity in critical reasoning. I suggest that the challenge before us is to build a new generation of CAD systems that respond in sophisticated ways to these issues.
series ACADIA
email
last changed 2022/06/07 07:58

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 13HOMELOGIN (you are user _anon_573062 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002