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 172

_id a620
authors Asanowicz, Alexander
year 1991
title Unde et Quo
doi https://doi.org/10.52842/conf.ecaade.1991.x.t1s
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary To begin with, I would like to say a few words about the problem of alienation of modern technologies which we also inevitably faced while starting teaching CAD at our department. Quite often nowadays a technology becomes a fetish as a result of lack of clear goals in human mind. There are multiple technologies without sense of purpose which turned into pure experiments. There is always the danger of losing purposeness and drifting toward alienation. The cause of the danger lies in forgetting about original goals while mastering and developing the technology. Eventually the original idea is ignored and a great gap appears between technical factors and creativity. We had the danger of alienation in mind when preparing the CAAD curriculum. Trying to avoid the tension between technical and creative elements we agreed not to introduce CAD too soon then the fourth year of studies and continue it for two semesters. One thing was clear - we should not teach the technique of CAD but how to design using a computer as a medium. Then we specified projects. The first was called "The bathroom I dream of" and meant to be a 2D drawing. The four introductory meetings were in fact teaching foundations of DOS, then a specific design followed with the help of AutoCAD program. In the IX semester, for example, it was "A family house" (plans, facades, perspective). "I have to follow them - I am their leader" said L.J. Peter in "The Peter's Prescription". This quotation reflects exactly the situation we find ourselves in teaching CAAD at our department. It means that ever growing students interest in CAAD made us introduce changes in the curriculum. According to the popular saying, "The more one gets the more one wants", so did we and the students feel after the first semester of teaching CAD. From autumn 1991 CAAD classes will be carried from the third year of studying for two consecutive years. But before further planning one major steep had to be done - we decided to reverse the typical of the seventies approach to the problem when teaching programming languages preceded practical goals hence discouraging many learners.

series eCAADe
email
last changed 2022/06/07 07:50

_id 8951
authors Hix, Deborah and Schulman, Robert S.
year 1991
title Human-Computer Interface Development Tools : A Methodology for Their Evaluation
source Communications of the ACM. March, 1991. vol. 34: pp. 75-87 : tables. includes bibliography
summary A comprehensive check-list-based methodology produces quantifyable criteria for evaluating and comparing human computer interface development tools along two dimensions: Functionality and Usability. An empirical evaluation shows that the methodology which is in use in several corporate interface development environments, produces reliable (consistent) results. This research provides a communication mechanism for tool researchers, tool practitioners, and tool users for making coherent critiques of their own and other tools. The authors goal was to provide a rigorous trusted methodology for evaluating human-computer interface development
keywords tools, methodology, user interface, evaluation
series CADline
last changed 2003/06/02 10:24

_id 4eed
authors Benedickt, Michael (ed.)
year 1991
title Cyberspace: First Steps
source The MIT Press, Cambridge, MA and London, UK
summary Cyberspace has been defined as "an infinite artificial world where humans navigate in information-based space" and as "the ultimate computer-human interface." These original contributions take up the philosophical basis for cyberspace in virtual realities, basic communications principles, ramifications of cyberspace for future workplaces, and more.
series other
last changed 2003/04/23 15:14

_id 00bc
authors Chen, Chen-Cheng
year 1991
title Analogical and inductive reasoning in architectural design computation
source Swiss Federal Institute of Technology, ETH Zurich
summary Computer-aided architectural design technology is now a crucial tool of modern architecture, from the viewpoint of higher productivity and better products. As technologies advance, the amount of information and knowledge that designers can apply to a project is constantly increasing. This requires development of more advanced knowledge acquisition technology to achieve higher functionality, flexibility, and efficient performance of the knowledge-based design systems in architecture. Human designers do not solve design problems from scratch, they utilize previous problem solving episodes for similar design problems as a basis for developmental decision making. This observation leads to the starting point of this research: First, we can utilize past experience to solve a new problem by detecting the similarities between the past problem and the new problem. Second, we can identify constraints and general rules implied by those similarities and the similar parts of similar situations. That is, by applying analogical and inductive reasoning we can advance the problem solving process. The main objective of this research is to establish the theory that (1) design process can be viewed as a learning process, (2) design innovation involves analogical and inductive reasoning, and (3) learning from a designer's previous design cases is necessary for the development of the next generation in a knowledge-based design system. This thesis draws upon results from several disciplines, including knowledge representation and machine learning in artificial intelligence, and knowledge acquisition in knowledge engineering, to investigate a potential design environment for future developments in computer-aided architectural design. This thesis contains three parts which correspond to the different steps of this research. Part I, discusses three different ways - problem solving, learning and creativity - of generating new thoughts based on old ones. In Part II, the problem statement of the thesis is made and a conceptual model of analogical and inductive reasoning in design is proposed. In Part III, three different methods of building design systems for solving an architectural design problem are compared rule-based, example-based, and case-based. Finally, conclusions are made based on the current implementation of the work, and possible future extensions of this research are described. It reveals new approaches for knowledge acquisition, machine learning, and knowledge-based design systems in architecture.
series thesis:PhD
email
last changed 2003/05/10 05:42

_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 c967
authors Fantacone, Enrico
year 1994
title Exporting CAD Teaching into Developing Countries
doi https://doi.org/10.52842/conf.ecaade.1994.x.t3s
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 222
summary In 1986 the Faculty of Architecture was established in Maputo. It is financed by the Italian Ministry of Foreign Affairs and managed by a Scientific Council of the Faculty of Architecture of "Università La Sapienza" of Rome. The need to create human technical resources beeing able to work profesionally as soon as they finish their studies, made the teaching basis for lab exercises and design. The new architects (the first six students graduated in 1991), need to design and make very important decisions without any control by more experienced local technical institutions. The creation of a CAAD laboratory, and the teaching of information technologies and metodologies in architectural designing aimes to achieve a double goal: (-) to make the new architects able to manage on their own, because of the lack of qualified human resources, large quantity of data, and difficult design problems; (-) to make University, the most important scientific center in the country, an information exchange center between developped countries, and Moçambique.
series eCAADe
last changed 2022/06/07 07:50

_id fd70
authors Goldman, Glenn and Zdepski, Michael Stephen (Eds.)
year 1991
title Reality and Virtual Reality [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1991
source ACADIA Conference Proceedings / ISBN 1-880250-00-4 / Los Angeles (California - USA) October 1991, 236 p.
summary During the past ten years computers in architecture have evolved from machines used for analytic and numeric calculation, to machines used for generating dynamic images, permitting the creation of photorealistic renderings, and now, in a preliminary way, permitting the simulation of virtual environments. Digital systems have evolved from increasing the speed of human operations, to providing entirely new means for creating, viewing and analyzing data. The following essays illustrate the growing spectrum of computer applications in architecture. They discuss developments in the simulation of future environments on the luminous screen and in virtual space. They investigate new methods and theories for the generation of architectural color, texture, and form. Authors address the complex technical issues of "intelligent" models and their associated analytic contents. There are attempts to categorize and make accessible architects' perceptions of various models of "reality". Much of what is presented foreshadows changes that are taking place in the areas of design theory, building sciences, architectural graphics, and computer research. The work presented is both developmental, evolving from the work done before or in other fields, and unique, exploring new themes and concepts. The application of computer technology to the practice of architecture has had a cross disciplinary effect, as computer algorithms used to generate the "unreal" environments and actors of the motion picture industry are applied to the prediction of buildings and urban landscapes not yet in existence. Buildings and places from history are archeologically "re-constructed" providing digital simulations that enable designers to study that which has previously (or never) existed. Applications of concepts from scientific visualization suggest new methods for understanding the highly interrelated aspects of the architectural sciences: structural systems, environmental control systems, building economics, etc. Simulation systems from the aerospace industry and computer media fields propose new non-physical three-dimensional worlds. Video compositing technology from the television industry and the practice of medicine are now applied to the compositing of existing environments with proposed buildings. Whether based in architectural research or practice, many authors continue to question the development of contemporary computer systems. They seek new interfaces between human and machine, new methods for simulating architectural information digitally, and new ways of conceptualizing the process of architectural design. While the practice of architecture has, of necessity, been primarily concerned with increasing productivity - and automation for improved efficiency, it is clear that university based studies and research continue to go beyond the electronic replication of manual tasks and study issues that can change the processes of architectural design - and ultimately perhaps, the products.
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id 40aa
authors Heinecke, Andreas M.
year 1991
title Developing Recommendations for CAD User Interfaces Congress II: Design and Implementation of Interactive Systems: Standardization; Development of Standards
source Proceedings of the Fourth InternationalConference on Human-Computer Interaction 1991 v.1 pp. 543-547
summary The reference model for CAD systems developed by the Gesellschaft fur Informatik (GI -- the German membership organization of IFIP) is a frame for classifying the functionality of CAD systems. Whereas the reference model regards the user interface as one of several modules of the CAD system, the user interface appears to the user as being the whole system. This is the reason why an additional task working group on CAD user interfaces has been established by the GI in order to develop recommendations for the design of CAD user interfaces. Proceeding and preliminary results of the working group are described.
keywords Design of User Interfaces; Guidelines; Standardization
series other
last changed 2002/07/07 16:01

_id e7fb
authors Leclercq, Pierre
year 1991
title Students in Efficient Energy Management
doi https://doi.org/10.52842/conf.ecaade.1991.x.e7o
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary The LEMA presents Strategy II, the new version of his CAL software in thermal design of building. Based on his latest experiences using the first prototypes, the present programme provides an complete human interface and interesting tools for decision taking. A first educational experience with this software is described. Strategy II has been studied in 1990 by two twin teams: one is the LEMA (Laboratoire d'Etudes Méthodologiques Architecturales) and the other one is the CTE (Centre des Technologies de l'Education), parts of the University of Liège, in Belgium.

series eCAADe
last changed 2022/06/07 07:50

_id ca47
authors Lee, Shu Wan
year 1996
title A Cognitive Approach to Architectural Style Several Characteristics of Design Thinking in Architecture
doi https://doi.org/10.52842/conf.caadria.1996.223
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 223-226
summary Designing is a complicated human behaviour and method, and is often treated as a mysterious "black box” operation in human mind. In the early period as for theory-studying of design thinking, the way of thinking that the researchers took were mostly descriptive discussions. Therefore, they lacked direct and empirical evidence although those studies provided significant exploration of design thinking (Wang, 1995). In recent years as for the study of cognitive science, they have tried to make design "glass box”. That is to try to make the thinking processes embedded in designers publicized. That is also to externalize the design procedure which provided the design studies another theoretical basis of more accurate and deeply researched procedure (Jones, 1992). Hence the studying of design thinking has become more important and the method of designing has also progressed a lot. For example, the classification of the nature of design problem such as ill-defined and well-defined (Newell, Shaw, and Simon, 1967), and different theoretical procedure modes for different disciplines, such as viewing architectural models as conjecture-analysis models and viewing engineering models as analysis-synthesis (Cross, 1991).
series CAADRIA
last changed 2022/06/07 07:52

_id e573
authors McLaughlin, Sally
year 1991
title Reading Architectural Plans: A Computable Model
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 347-364
summary A fundamental aspect of the expertise of the architectural designer is the ability to assess the quality of existing and developing proposals from schematic representations such as plans, elevations and sections. In this paper I present a computable model of those aspects of the evaluation of architectural floor plans that I believe to be amenable to rule-like formulation. The objective behind the development of this model is twofold: 1) to articulate a belief about the role of simple symbolic representations in the task of evaluation, a task which relies primarily on uniquely human capabilities; and 2) to explore the possible uses of such representations in the development of design expertise. // Input to the model consists of a specification of a design proposal in terms of walls, doors, windows, openings and spaces together with a specification of the context in which the proposal has been developed. Information about context is used to retrieve the goal packages relevant to the evaluation of the proposal. The goal packages encode information about requirements such as circulation, visual privacy and thermal performance. Generic associations between aspects of a plan and individual goals are used to establish if and how each of the goals have been achieved in the given proposal. These associations formalize relationships between aspects of the topology of the artefact, such as the existence of a door between two rooms, and a goal, in this case the goal of achieving circulation between those two rooms. Output from the model consists of both a graphic representation of the way in which goals are achieved and a list of those goals that have not been achieved. The list of goals not achieved provides a means of accessing appropriate design recommendations. What the model provides is essentially a computational tool for exploring the value judgements made in a particular proposal given a set of predefined requirements such as those to be found in design recommendation literature.
series CAAD Futures
last changed 1999/04/07 12:03

_id 9e4e
authors Minneman, S. and Bly, S.
year 1991
title Managing a Trois: a study of a multi-user drawing tool in distributed design work
source Proceedings of the Conference on Computer Human Interaction (CHI) '91, pp. 217-224,1991
summary A multi-user drawing tool was used by participants in a distributed design exercise conducted in a multi-media working environment. The goal of the study was to explore how observations from our earlier studies of shared drawing in two-person design activity would hold up when three participants worked together. Additionally, the study provided opportunities to contrast video/audio connections with audio-only connections and to discover new behaviors that emerge in the use of new technologies. Participants successfully used the shared drawing system with no observed difficulties attributable to the addition of a third user. Audio-only connections appeared to adequately suppofi this work activity, but details of the participants' interactions in the exercise raised questions that deserve further study. Finally, observations suggest that drawing tools such as the one reported here may offer support for alternative forms of participation in collaborative work.
series other
last changed 2003/04/23 15:50

_id ga0010
id ga0010
authors Moroni, A., Zuben, F. Von and Manzolli, J.
year 2000
title ArTbitrariness in Music
source International Conference on Generative Art
summary Evolution is now considered not only powerful enough to bring about the biological entities as complex as humans and conciousness, but also useful in simulation to create algorithms and structures of higher levels of complexity than could easily be built by design. In the context of artistic domains, the process of human-machine interaction is analyzed as a good framework to explore creativity and to produce results that could not be obtained without this interaction. When evolutionary computation and other computational intelligence methodologies are involved, every attempt to improve aesthetic judgement we denote as ArTbitrariness, and is interpreted as an interactive iterative optimization process. ArTbitrariness is also suggested as an effective way to produce art through an efficient manipulation of information and a proper use of computational creativity to increase the complexity of the results without neglecting the aesthetic aspects [Moroni et al., 2000]. Our emphasis will be in an approach to interactive music composition. The problem of computer generation of musical material has received extensive attention and a subclass of the field of algorithmic composition includes those applications which use the computer as something in between an instrument, in which a user "plays" through the application's interface, and a compositional aid, which a user experiments with in order to generate stimulating and varying musical material. This approach was adopted in Vox Populi, a hybrid made up of an instrument and a compositional environment. Differently from other systems found in genetic algorithms or evolutionary computation, in which people have to listen to and judge the musical items, Vox Populi uses the computer and the mouse as real-time music controllers, acting as a new interactive computer-based musical instrument. The interface is designed to be flexible for the user to modify the music being generated. It explores evolutionary computation in the context of algorithmic composition and provides a graphical interface that allows to modify the tonal center and the voice range, changing the evolution of the music by using the mouse[Moroni et al., 1999]. A piece of music consists of several sets of musical material manipulated and exposed to the listener, for example pitches, harmonies, rhythms, timbres, etc. They are composed of a finite number of elements and basically, the aim of a composer is to organize those elements in an esthetic way. Modeling a piece as a dynamic system implies a view in which the composer draws trajectories or orbits using the elements of each set [Manzolli, 1991]. Nonlinear iterative mappings are associated with interface controls. In the next page two examples of nonlinear iterative mappings with their resulting musical pieces are shown.The mappings may give rise to attractors, defined as geometric figures that represent the set of stationary states of a non-linear dynamic system, or simply trajectories to which the system is attracted. The relevance of this approach goes beyond music applications per se. Computer music systems that are built on the basis of a solid theory can be coherently embedded into multimedia environments. The richness and specialty of the music domain are likely to initiate new thinking and ideas, which will have an impact on areas such as knowledge representation and planning, and on the design of visual formalisms and human-computer interfaces in general. Above and bellow, Vox Populi interface is depicted, showing two nonlinear iterative mappings with their resulting musical pieces. References [Manzolli, 1991] J. Manzolli. Harmonic Strange Attractors, CEM BULLETIN, Vol. 2, No. 2, 4 -- 7, 1991. [Moroni et al., 1999] Moroni, J. Manzolli, F. Von Zuben, R. Gudwin. Evolutionary Computation applied to Algorithmic Composition, Proceedings of CEC99 - IEEE International Conference on Evolutionary Computation, Washington D. C., p. 807 -- 811,1999. [Moroni et al., 2000] Moroni, A., Von Zuben, F. and Manzolli, J. ArTbitration, Las Vegas, USA: Proceedings of the 2000 Genetic and Evolutionary Computation Conference Workshop Program – GECCO, 143 -- 145, 2000.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 3105
authors Novak, T.P., Hoffman, D.L., and Yung, Y.-F.
year 1996
title Modeling the structure of the flow experience
source INFORMS Marketing Science and the Internet Mini-Conference, MIT
summary The flow construct (Csikszentmihalyi 1977) has recently been proposed by Hoffman and Novak (1996) as essential to understanding consumer navigation behavior in online environments such as the World Wide Web. Previous researchers (e.g. Csikszentmihalyi 1990; Ghani, Supnick and Rooney 1991; Trevino and Webster 1992; Webster, Trevino and Ryan 1993) have noted that flow is a useful construct for describing more general human-computer interactions. Hoffman and Novak define flow as the state occurring during network navigation which is: 1) characterized by a seamless sequence of responses facilitated by machine interactivity, 2) intrinsically enjoyable, 3) accompanied by a loss of self-consciousness, and 4) selfreinforcing." To experience flow while engaged in an activity, consumers must perceive a balance between their skills and the challenges of the activity, and both their skills and challenges must be above a critical threshold. Hoffman and Novak (1996) propose that flow has a number of positive consequences from a marketing perspective, including increased consumer learning, exploratory behavior, and positive affect."
series other
last changed 2003/04/23 15:50

_id 098a
authors Perron, Richard and Miller, Deron
year 1991
title Landscape of the Mind
doi https://doi.org/10.52842/conf.acadia.1991.071
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 71-86
summary The focus of this article is the exploration of landscape and the question of representation, more specifically how landscape principles can be represented through computation. It is a quest for essential qualities, through an application of philosophical questioning, and a response to a human perception of reality. Reality, as an invention of the human mind, is often thought of as a set of accepted conventions and constructs. Such a reality has an inherent dependency upon cognition where spatial and temporal principles may be defined within the natural and built environment, and further embraced within a cultural context. However, there also exist rules or relations that are neither invented nor formulated by the participants understanding. In effect these relations may not have been effectively articulated, a result perhaps of unfamiliar cues. Therefore, to the participant, these relations reside in the realm of the unknown or even the mystic. The aesthetic often resides in the realm of the mystic. The discovery of the aesthetic, is often an experience that comes from encountering physical and essential beauty where it has been produced through unconscious relations, perceived, yet transcending human understanding. The aspects of space and time, spatial and temporal properties and relations of things and events, are generally accepted conventions. Yet, the existence of a time order, is often not perceived. An understanding of spatial temporal properties may involve a temporal detachment from convention, allowing the release of previously unknown patterns and relations. Virtual realities are well constructed simulations of our environments, yet they may lack the embedded essential qualities of place. Virtual reality should transcend human perception and traditional modes of understanding, and most importantly our limited notions of the temporal nature of our environment. A desire to reach beyond the limits of perceived time order, may take us beyond existing sets of cultural values, and lead to the realization of new spatial/temporal conventions with the assistance of the computer.
series ACADIA
last changed 2022/06/07 08:00

_id 8847
authors Richens, P.
year 1991
title 3D Interface
source Human Interfaces for Design and Visualisation, British Computer Society, London
series other
email
more http://www.arct.cam.ac.uk/research/pubs/
last changed 2000/03/13 20:32

_id f14c
authors Sariyildiz, Sevil
year 1991
title Conceptual Design by Means of Islamic-Geometric-Patterns within a CAAD-Environment
source Delft University of Technology
summary The starting point in this research was to develop a 3D grammar theory on top of existing 2D Islamic-geometric-patterns, trying to rescue their fundamental geometry contents to be applied in contemporary architecture without compromising any architectural style. As it is self evident the architectural design process consists of clearly distinct stages namely conceptual design, materialisation and further completion. A this conceptual stage the innovative item of the research deals with pattern grammars on 3D complex geometrical patterns, considering them as polyhedra and polytopes, for their use as an underlayer to a concept design, like architects use 2D rectangular and triangular grids by the conventional way. Handling these complex 3D patterns requires a special environment which is possible with CAAD. Within the CAAD environment, the handling of these complex patterns is easily done by means of 3D tools, because the 3D tools permit the user to make any possible manipulations and geometrical transformations in an easier way in space. To a geometrical patterns, there is some attention paid during the last 50 years by some scholars. The most complex geometrical patterns are highly developed in Islamic architecture because it is forbidden in Muslim religion to use man's portraits or sculptures of human beings in the religious buildings. All these approaches to complex patterns are analysed and studied as 2D elements. The question was how could we consider them in 3rd dimensions and use them instead of 2D underlayer, as 3D underlayers in the conceptual phase of the CAAD design. Pattern grammar is a generally employable aid (underlying pattern) for conceptual and material designs. On the basis of rules of symmetry and substitution, ordering principles have been worked out, which can be used for formal design methods as well as detailing systems (e.g. modular coordination). Through the realization of a pattern grammar a wider range of underlying patterns can be offered and a choice from these can be made in a more fundamental manner. At a subsequent stage the collection of "empty boxes" can be filled with (architectural) elements in such a way that another option is created between either filling up the boxes completely, filling them partly, or filling them in such a way that they overflow. It is self-evident that underlying patterns can also be used for details and decoration in a design. Concerning the materialisation of the concept design, within the 3D CAAD environment, substitution methods are partially developed. Further theoretical developments concerning the materialisation phase constantly backed up through feed-back with specialist matters (such as e.g. by means of expert systems, decision-support systems), must be worked out. As feed-back of the research, the possibilities of the design with 3D patterns have been tested and the procedures are explained. (*) Working with 3D patterns gives a designer more inspirations to develop new ideas and new concepts and gives the opportunity to handle the complexity. (*) The formal, structural and symmetrical qualities of geometrical patterns has a positive influence on the industrialisation of the building components. (*) Working with 3D tools which are able to handle complex geometry have a result because of the accuracy of the information, that there has hardly been a mistake made during the preparation and the assembly of the building components. This has also positive results concerning the financial aspects of the building process.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 58cd
authors Schnoedt, Heinrich
year 1991
title Cultural Parametrics
doi https://doi.org/10.52842/conf.acadia.1991.223
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 223-234
summary The human desire for automation of repetitive processes offers opportunities for the employment of binary computing for these procedures. Architecture and the design of buildings is no exception. With an increase in industrial prefabrication of moderately variable building components, the focus of the practising architect shifts from the individual design process toward a selection process of parts or components with a defined parametric extent. While this concept of parameterized parts has been used by architects since the first repetitive part was available, the advent of modern CAAD systems, with a growing number of parametric components and parts already integrated, is likely to greatly amplify the impact of predefined parts on buildings. Both industry and research institutions continue to make a great effort to utilize building codes and organizational structures as the basis to develop sophisticated algorithms of rule based design. Their purpose of the parameterization of parts or concepts is twofold: to reduce the time frame of human labor on the design of pieces and concepts which are considered repetitive,. and, to install a control mechanism to eliminate mistakes which lay outside of the parametric framework. The implementation of these algorithms in architectural practice and in the educational environment suggests consequences on many levels. In the following, an attempt is made to cast some light on the history of parametrics in respect to computing and the problems associated with a predominantly numerically encoded parametric approach.
series ACADIA
email
last changed 2022/06/07 07:56

_id 2005_391
id 2005_391
authors Suneson, Kaj, Wernemyr, Claes, Westerdahl, Börje and Allwood, Carl Martin
year 2005
title The Effect of Stereovision on the Experience of VR Models of the External Surroundings and the Interior of a Building
doi https://doi.org/10.52842/conf.ecaade.2005.391
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 391-398
summary Virtual reality offers considerable promise with regard to facilitating the building process. A good example is the facilitation of communication between architects and building companies, sellers and buyers or between community planners and the general public. It is often thought that in order to utilise the potential of VR in, for example, the above-mentioned contexts, it is necessary to use fully fledged versions of VR, including stereovision and the possibility of controlling the VR show. However, if a model can also be presented on less advanced equipment and still interpreted in a way that is useful to the viewer it will be possible to distribute the model simply and effectively. This would make it easier to create a more democratic urban planning process compared with if specialised equipment needed to be used and special shows needed to be arranged. In this study we compared the experience of two VR models (a large indoor exhibition hall and an outdoor street in Gothenburg, Sweden) when presented with and without stereovision. When the experience was measured using the Semantic Environmental Scale (the SMB scale, developed by Küller, 1975, 1991), questions on the experience of presence and six other questions on the experience of the models, the results only revealed one indication that stereovision made a difference. This indication was the result for the SMB factor Enclosedness. Suggestions are presented for future research in this area.
keywords Design Process; Virtual Environments; Human-Computer Interaction; 3D City Modelling; Environmental Simulation
series eCAADe
email
last changed 2022/06/07 07:56

_id 2eb4
authors Johnson, Robert E.
year 1991
title ESP - An Expert System for Property Revitalization
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 425-442
summary This paper reports on the development of a knowledge based system that can help to assess the reuse potential of idle industrial property. It does not take the place of the architect or engineer, but allows for strategic design factors to be considered in very early and important property redesign and revitalization decisions. The idea is predicated on the judgment that there is a relatively systematic approach to evaluating the reuse potential of vacant property. A frame based approach together with a series of "if-then" rules are used to represent the knowledge domain and procedures required to perform a feasibility analysis. Rules for assessing the impact of the regional economy, industrial market trends, building configuration, building design strategies and the impact of building codes are included in this manner. A prototype of this system system has been implemented on both an Apple Macintosh computer using AAIS Prolog and an IBM AT compatible using Arity/Prolog.
series CAAD Futures
last changed 1999/04/07 12:03

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