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 59

_id 870b
authors Sivaloganathan, Sangarappillai
year 1991
title Sketching input for computer aided engineering
source City University, Department of Mechanical Engineering and Aeronautics
summary The design process often begins with a graphical description of the proposed device or system and sketching is the physical expression of the design engineer's thinking process. Computer Aided Design is a technique in which man and machine are blended into a problem solving team, intimately coupling the best characteristics of each. Solid modelling is developed to act as the common medium between man and the computer. At present it is achieved mainly by designing with volumes and hence does not leave much room for sketching input, the traditional physical expression of the thinking process of the design engineer. This thesis describes a method of accepting isometric free hand sketching as the input to a solid model. The design engineer is allowed to make a sketch on top of a digitizer indicating (i) visible lines; (ii) hidden lines; (iii) construction lines; (iv) centre lines; (v) erased lines; and (vi) redundant lines as the input. The computer then processes this sketch by identifying the line segments, fitting the best possible lines, removing the erased lines, ignoring the redundant lines and finally merging the hidden lines and visible lines to form the lines in the solid in an interactive manner. The program then uses these lines and the information about the three dimensional origin of the object and produces three dimensional information such as the faces, loops, holes, rings, edges and vertices which are sufficient to build a solid model. This is achieved in the following manner. The points in the sketch are first written into a file. The computer than reads this file, breaks the group of points into sub-groups belonging to individual line segments, fits the best lines and identify the vertices in two dimensions. These improved lines in two dimensions are then merged to form the lines and vertices in the solid. These lines are then used together with the three dimensional origin (or any other point) to produce the wireframe model in three dimensions. The loops in the wireframe models are then identified and surface equations are fitted to these loops. Finally all the necessary inputs to build a B-rep solid model are produced.
series thesis:PhD
last changed 2003/02/12 22:37

_id bbdc
authors Tang, J.C.
year 1991
title Findings from observational studies of collaborative work
source international Joumal of Man-Machine Studies, 34(2), 143-160
summary The work activity of small groups of three to four people was videotaped and analyzed in order to understand collaborative work and to guide the development of tools to support it. The software tools we currently have are often based on a single user model. Even those that are based on multiple user models define structures of interaction that restrict fluid collaboration. We need observe how people collaborate then build software that facilitates collaboration based on those observations, giving the users the tools" that are "naturally" defined in face-to-face interaction. In this experiment small groups of people were observed in a collaborative design task using a shared drawing space. Specific features of collaborative work activity that raise design implications for collaborative technology: 1. collaborators use hand gestures to uniquely communicate significant information 2. the process of creating and using drawings conveys much information not contained in the resulting drawings 3. the drawing space is an important resource for the group in mediating their collaboration 4. there is a fluent mix of activity in the drawing space 5. the spatial orientation among the collaborators and the drawing space has a role in structuring their activity
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 cdb1
authors Cornick, T., Noble, B. and Hallahan, C.
year 1991
title The Limitations of Current Working Practices on the Development of Computer Integrating Modelling in Construction
source computer Integrated Future, CIB W78 Seminar. Calibre, The Netherlands: Eindhoven University of Technology, september, 1991. Unnumbered. includes bibliography
summary For the construction Industry to improve its processes through the application computer-based systems, traditional working practices must first change to support the integrated control of design and construction. Current manual methods of practice accept the limitations of man to process a wide range of building performance and production information simultaneously. However when these limitations are removed, through the applications of computer systems, the constraints of manual methods need no longer apply. The first generation of computer applications to the Construction Industry merely modelled the divided and sequential processes of manual methods i.e. drafting, specification writing, engineering and quantity calculations, estimating, billing, material ordering data-bases and activity planning. Use of these systems raises expectations that connections within the computer between the processes modelled can actually be made and faster and more integrated information processing be achieved. 'Linking' software is then developed. The end result of this approach was that users were able to produce information faster, present it in an impressive manner but, in reality, no perceived improvement in actual building performance, production economy or efficiency was realized. A current government sponsored Teaching Company Programme with a UK design and build company is addressing the problem of how real economic benefit can be realized through improvement in, amongst other things, their existing computer applications. This work is being carried out by both considering an academic conceptual model of how 'designing for production' can be achieved in computer applications and what is immediately realizable in practice by modelling the integration of a limited number of knowledge domains to which computers are already being applied. i.e. billing from design, estimating and buying. This paper describes each area of work and how they are impacting on each other
keywords construction, building process, integration
series CADline
last changed 2003/06/02 13:58

_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 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 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 75e0
authors Turoff, M.
year 1991
title Computer-mediated communication requirements for group support
source Journal of Organisational Computing 1, pp. 85-113
summary This paper talks about the requirements of computer-mediated communication (CMC) for group support. An overview of CMC's historical evolution is presented. Advantages of CMC include opportunity for group to exhibit "collective intelligence", asynchronous support of communication process, self-tailoring of communication structures by users and groups, and the integration into the communication system of other computer resources and information systems. The main advantage of using CMC is in the very fundamental nature of the communication medium. The asynchronous approaches to group problem solving free individuals to deal with problems in those cognitive processes at which they excel. Seven asynchronous group process factors are also presented. A CMC metaphor is also presented. The metaphor components discussed are conferences, messages, activities and notifications. A conference can be tailored according to activities. An activity can be attached to any communication item. When triggered, it will execute a program or procedure in the local or remote host. Notification functions include alerting, closure and tracking. The concepts of roles, privileges, and tickets are also discussed. Finally, the components of two CMC systems are presented. These components include an object-oriented database, distributed user and group agents, a master virtual machine, and a SGML interface specification language.
series journal paper
last changed 2003/04/23 15:14

_id a88f
authors Liggett, Robin , Jepson, William and Teodosiadis, Stephen
year 1991
title A Stratified Approach to the Integration of Low Cost Modelling with Advanced Technology Rendering
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 105-120
summary This paper presents a stratified approach to the integration of low cost modeling software (such as AutoCAD) with advanced workstation based rendering systems (such as Wavefront and the Silicon Graphics radiosity renderer). Powerful extensions to the basic modeling system are introduced which greatly reduce the required design effort, while significantly increasing the efficiency of the rendering software.
series CAAD Futures
last changed 1999/04/07 12:03

_id sigradi2003_026
id sigradi2003_026
authors Flanagan, Robert
year 2003
title Persistence of Perception: Encoding Reality
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary "Liquid architecture makes liquid cities, cities that change at the shift of value, where visitors with different backgrounds see different landmarks, where neighborhoods vary with ideas held in common, and evolve as the ideas mature or dissolve." In 1991, Marcos Novak in 'Liquid Architectures in Cyberspace' projected a future of individual and blended realities of things perceived and perceived things - a place of "fertile dreams". In the cathedral, "The dream and making were one." In the present he concludes, "Curiously the practice of architecture has become increasingly disengaged from those dreams." This paper addresses inherent limitations in today's digital technology that restrict its ability to participate in the future design of the "fertile dream." It does not address the technology required, but the requirements of the technology.
series SIGRADI
email
last changed 2016/03/10 09:52

_id f2e8
authors Norman, Richard B.
year 1991
title Real and Un-real Color
doi https://doi.org/10.52842/conf.acadia.1991.045
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 45-52
summary Drawings exist for the communication of ideas. They are the containers of mankind's visual dreams and embody all of the hopes, the aspirations, and intentions of their creators. The act of drawing is itself an expression of the desire for a world that is better than what already exists. The appearance of a new drawing media does not change that purpose, it only presents new and stimulating methods of communication, better ways of conveying ideas. In ideal terms the design of a building requires a holistic procedure, one where the entire edifice is created in a single instant. The building must seem totally compete and be universally understood in order that it can be accepted, detailed, structured, and priced. This is of course not possible; there are too many aspects of architecture that are not thought about at the moment of creation. The process of design is continuous and moves from general to specific; any drawing media, to be useful, must accommodate this continuity. Completeness, where complete thought does not exist, cannot be achieved by the pursuit of reality on the computer. There are many unknowns that prohibit the creation of "real" pictures-unless one makes design assumptions that prudent process should not accept.
series ACADIA
email
last changed 2022/06/07 07:58

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id f9bd
authors Amor, R.W.
year 1991
title ICAtect: Integrating Design Tools for Preliminary Architectural Design
source Wellington, New Zealand: Computer Science Department, Victoria University
summary ICAtect is a knowledge based system that provides an interface between expert systems, simulation packages and CAD systems used for preliminary architectural design. This thesis describes its structure and development.The principal work discussed in this thesis involves the formulation of a method for representing a building. This is developed through an examination of a number of design tools used in architectural design, and the ways in which each of these describe a building.Methods of enabling data to be transferred between design tools are explored. A Common Building Model (CBM), forming the core of the ICAtect system, is developed to represent the design tools knowledge of a building. This model covers the range of knowledge required by a large set of disparate design tools used by architects at the initial design stage.Standard methods of integrating information from the tools were examined, but required augmentation to encompass the unusual constraints found in some of the design tools. The integration of the design tools and the CBM is discussed in detail, with example methods developed for each type of design tool. These example methods provide a successful way of moving information between the different representations. Some problems with mapping data between very different representations were encountered in this process, and the solutions or ideas for remedies are detailed. A model for control and use of ICAtect is developed in the thesis, and the extensions to enable a graphical user interface are discussed.The methods developed in this thesis demonstrate the feasibility of an integrated system of this nature, while the discussion of future work indicates the scope and potential power of ICAtect.
series other
last changed 2003/04/23 15:14

_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 019c
authors Beyer, Horst A. and Streilein, André
year 1991
title Data Generation for CAAD with Digital Photogrammetry
source Computer Aided Architectural Design Futures: Education, Research, Applications [CAAD Futures ‘91 Conference Proceedings / ISBN 3-528-08821-4] Zürich (Switzerland), July 1991, pp. 583-594
summary The rapid advances in sensor technology and processing hardware make the development of a Digital Photogrammetric System for Architectural Photogrammetry possible. This system is able to acquire images with sufficient resolution for Architectural Photogrammetry. Geometric and topologic information for a CAAD-System can be derived with manual and/or semi-automated methods. This paper describes the current status of such a system which is under development at the Institute of Geodesy and Photogrammetry in cooperation with the Chair of Architecture and CAAD, both at the Swiss Federal Institute of Technology in Zurich.
series CAAD Futures
last changed 2003/11/21 15:16

_id 227a
authors Bourdeau, L., Dubois, A.-M. and Poyet, P.
year 1991
title A Common Data Model for Computer Integrated Building
source computer Integrated Future, CIB W78 Seminar. September, 1991. Unnumbered : some ill. includes bibliography
summary The connection of various building performance evaluation tools in a collaborative way is an essential request to develop true CAD systems. It is a basic requirement for the future of integrated information systems for building projects, where data concerning multiple aspects of the project can be exchanged during the different design steps. This paper deals with the on-going research concerning the generation of a common data model in the framework of a European collaborative action, the COMBINE Project, which is supported by the CEC, General Directorate XII for Research Science and Development, within the JOULE programme. The first step of the research concerns the progressive construction of a conceptual model and the paper focuses on the development of this Integrated Data Model (IDM). The paper reports on the definition of the architecture of the IDM. The main issues and the methodology of the IDM development are presented. The IDM development methodology is based on successive steps dealing with the identification of the data and context which are considered by the Design Tool Prototypes (DTP) to be connected through the IDM, the conceptual integration of this knowledge, and the implementation of the model on an appropriate software environment
keywords standards, integration, communication, building, evaluation, modeling
series CADline
last changed 2003/06/02 14:41

_id df56
authors Brath, Richard
year 1991
title Information Architecture
doi https://doi.org/10.52842/conf.acadia.1991.063
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 63-69
summary There now exists an identical realm situated in an entirely new context: computer simulation. Information architecture is a meaningful spatial environment. It is created by transforming existing social, cultural and technological computer data through theoretical and technical skills.
series ACADIA
last changed 2022/06/07 07:54

_id ac81
authors Brown, A.G.P.
year 1991
title Review of Building IT 2000
doi https://doi.org/10.52842/conf.ecaade.1991.x.q2c
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary Building IT2000 is a Building and Information Technology database which is presented in Hypertextformat. Its production has been co-ordinated by the CICA (the Construction Industry Computer Association), an independent association serving the needs of computer users, specifiers and suppliers in the Construction Industry. The stack is a collection of structured information prepared by a group of experts in computing and the construction industry. As such it represents an interesting advance from two points of view: (1.) It is a valuable source of information in its own right. It could provide a resource for students of architecture which could be used as a self-teaching package. (2.) It points a possible way forward for the development of similar hypertext based teaching packages which could be developed by academics within the European teaching community.
series eCAADe
email
more http://www.mediatecture.at/ecaade/91/brown.pdf
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 bd3b
id bd3b
authors Clayton, Mark J. and Weisenthal, Howard
year 1991
title Enhancing the Sketchbook
doi https://doi.org/10.52842/conf.acadia.1991.113
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 113-125
summary The architect's sketchbook has been virtually untouched by the march of fashions and theories throughout history. The sketchbook, from its modem beginnings in guild lodge books through the travel journals of Beaux-Arts and Modern architects, has remained the repository for observations and ideas waiting to be synthesized into architecture. However, new opportunities offered by computing technology provide ways to advance the sketchbook, transforming it from a personal log of experiences slowly being buried under a lifetime of work, into a vital, interactive information environment supporting design activity. This is not to argue that the computer may replace the artist's hand and pencil, but that the computer can be used to organize and structure the artifacts of design activities Commonly embodied in sketches and notes.
series ACADIA
email
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