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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_id 43bb
authors Wojtowicz, Jerzy, Davidson, James N. and Mitchell, William J.
year 1992
title Design as Digital Correspondence
doi https://doi.org/10.52842/conf.acadia.1992.089
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 89-101
summary This chapter is concerned with illustrating the potential and limitations of structured, "long distance"' design collaboration utilizing computational and telecommunication tools. Digital design collaboration makes new demands on both the computational tools and the process of making architecture.
series ACADIA
email
last changed 2022/06/07 07:57

_id a582
authors Marshall, Tony B.
year 1992
title The Computer as a Graphic Medium in Conceptual Design
doi https://doi.org/10.52842/conf.acadia.1992.039
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 39-47
summary The success CAD has experienced in the architectural profession demonstrates that architects have been willing to replace traditional drafting media with computers and electronic plotters for the production of working drawings. Its expanded use in the design development phase for 3D modeling and rendering further justifies CAD's usefulness as a presentation medium. The schematic design phase however, has hardly been influenced by the evolution of CAD. Most architects simply have not come to view the computer as a viable design medium. One reason for this might be the strong correspondence between architectural CAD and plan view graphics, as used in working drawings, compared to the weak correspondence between architectural CAD and plan view graphics, as used in schematic design. The role of the actual graphic medium during schematic design should not be overlooked in the development of CAD applications.

In order to produce practical CAD applications for schematic design we must explore the computer’s potential as a form of expression and its role as a graphic medium. An examination of the use of traditional graphic media during schematic design will provide some clues regarding what capabilities CAD must provide and how a system should operate in order to be useful during conceptual design.

series ACADIA
last changed 2022/06/07 07:59

_id ce98
authors Anderson, Lee
year 1992
title Virtual Graffiti Three-Dimensional Paint Tools for Conceptual Modeling in Upfront
doi https://doi.org/10.52842/conf.acadia.1992.127
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 127-133
summary This chapter describes several limitations present in current 3-D programs used for conceptual design and then introduces a new threedimensional paint tool, as implemented in a beta version of Alias Upfront, that attempts to deal with some of those limitations.
series ACADIA
last changed 2022/06/07 07:54

_id 6ef4
authors Carrara, Gianfranco and Kalay, Yehuda E.
year 1992
title Multi-Model Representation of Design Knowledge
doi https://doi.org/10.52842/conf.acadia.1992.077
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 77-88
summary Explicit representation of design knowledge is needed if scientific methods are to be applied in design research, and if comPuters are to be used in the aid of design education and practice. The representation of knowledge in general, and design knowledge in particular, have been the subject matter of computer science, design methods, and computer- aided design research for quite some time. Several models of design knowledge representation have been developed over the last 30 years, addressing specific aspects of the problem. This paper describes a different approach to design knowledge representation that recognizes the Multi-modal nature of design knowledge. It uses a variety of computational tools to encode different kinds of design knowledge, including the descriptive (objects), the prescriptive (goals) and the operational (methods) kinds. The representation is intended to form a parsimonious, communicable and presentable knowledge-base that can be used as a tool for design research and education as well as for CAAD.
keywords Design Methods, Design Process, Goals, Knowledge Representation, Semantic Networks
series ACADIA
email
last changed 2022/06/07 07:55

_id 4129
authors Fargas, Josep and Papazian, Pegor
year 1992
title Metaphors in Design: An Experiment with a Frame, Two Lines and Two Rectangles
doi https://doi.org/10.52842/conf.acadia.1992.013
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 13-22
summary The research we will discuss below originated from an attempt to examine the capacity of designers to evaluate an artifact, and to study the feasibility of replicating a designer's moves intended to make an artifact more expressive of a given quality. We will present the results of an interactive computer experiment, first developed at the MIT Design Research Seminar, which is meant to capture the subject’s actions in a simple design task as a series of successive "moves"'. We will propose that designers use metaphors in their interaction with design artifacts and we will argue that the concept of metaphors can lead to a powerful theory of design activity. Finally, we will show how such a theory can drive the project of building a design system.

When trying to understand how designers work, it is tempting to examine design products in order to come up with the principles or norms behind them. The problem with such an approach is that it may lead to a purely syntactical analysis of design artifacts, failing to capture the knowledge of the designer in an explicit way, and ignoring the interaction between the designer and the evolving design. We will present a theory about design activity based on the observation that knowledge is brought into play during a design task by a process of interpretation of the design document. By treating an evolving design in terms of the meanings and rules proper to a given way of seeing, a designer can reduce the complexity of a task by focusing on certain of its aspects, and can manipulate abstract elements in a meaningful way.

series ACADIA
email
last changed 2022/06/07 07:55

_id 6cfd
authors Harfmann, Anton C. and Majkowski, Bruce R.
year 1992
title Component-Based Spatial Reasoning
doi https://doi.org/10.52842/conf.acadia.1992.103
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 103-111
summary The design process and ordering of individual components through which architecture is realized relies on the use of abstract "models" to represent a proposed design. The emergence and use of these abstract "models" for building representation has a long history and tradition in the field of architecture. Models have been made and continue to be made for the patron, occasionally the public, and as a guide for the builders. Models have also been described as a means to reflect on the design and to allow the design to be in dialogue with the creator.

The term "model" in the above paragraph has been used in various ways and in this context is defined as any representation through which design intent is expressed. This includes accurate/ rational or abstract drawings (2- dimensional and 3-dimensional), physical models (realistic and abstract) and computer models (solid, void and virtual reality). The various models that fall within the categories above have been derived from the need to "view" the proposed design in various ways in order to support intuitive reasoning about the proposal and for evaluation purposes. For example, a 2-dimensional drawing of a floor plan is well suited to support reasoning about spatial relationships and circulation patterns while scaled 3-dimensional models facilitate reasoning about overall form, volume, light, massing etc. However, the common denominator of all architectural design projects (if the intent is to construct them in actual scale, physical form) are the discrete building elements from which the design will be constructed. It is proposed that a single computational model representing individual components supports all of the above "models" and facilitates "viewing"' the design according to the frame of reference of the viewer.

Furthermore, it is the position of the authors that all reasoning stems from this rudimentary level of modeling individual components.

The concept of component representation has been derived from the fact that a "real" building (made from individual components such as nuts, bolts and bar joists) can be "viewed" differently according to the frame of reference of the viewer. Each individual has the ability to infer and abstract from the assemblies of components a variety of different "models" ranging from a visceral, experiential understanding to a very technical, physical understanding. The component concept has already proven to be a valuable tool for reasoning about assemblies, interferences between components, tracing of load path and numerous other component related applications. In order to validate the component-based modeling concept this effort will focus on the development of spatial understanding from the component-based model. The discussions will, therefore, center about the representation of individual components and the development of spatial models and spatial reasoning from the component model. In order to frame the argument that spatial modeling and reasoning can be derived from the component representation, a review of the component-based modeling concept will precede the discussions of spatial issues.

series ACADIA
email
last changed 2022/06/07 07:49

_id ed4a
authors Kalisperis, Loukas N. and Groninger, Randal L.
year 1992
title Design Philosophy: Implications for Computer Integration in the Practice of Architecture
doi https://doi.org/10.52842/conf.acadia.1992.027
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 27-37
summary The growing complexities of modern environments and the socioeconomic pressures to maintain efficient design/build cycles have forced architects to seek new tools and methods to help them manage the processes that have developed as a result of new knowledge in architectural design. This trend has accelerated in the past few decades because of developments in both cognitive and computer sciences. In allied disciplines, the introduction and use of comPuters have significantly improved design practices. Yet at best, in disciplines such as architectural design, computational aids have attained marginal improvements in the design process despite efforts by universities in the professional education of architects.
series ACADIA
email
last changed 2022/06/07 07:52

_id 6d34
authors Kensek, Karen and Noble, Doug (Eds.)
year 1992
title Mission - Method - Madness [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1992
source ACADIA Conference Proceedings / ISBN 1-880250-01-2 ) 1992, 232 p.
summary The papers represent a wide variety of exploration into the uses of computers in architecture. We have tried to impose order onto the collection by organizing them into six sessions: Metaphor, Mission, Method, Modeling for Visualization, Modeling, and Generative Systems. As with any ordering system for such a diverse selection, some session papers are strongly related while others are loosely grouped. Madness, an additional session not in the proceedings, will include short presentations of work in progress. Regarding the individual papers, it is particularly exciting to see research being conducted that is founded on previous work done by others. It is also interesting to note that half of the papers have been submitted by teams of authors. Whether this represents "computer supported cooperative work" remains to be seen. Certainly the work in this book represents an interesting and wide variety of explorations into computer supported design in architecture.
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id e8f0
authors Mackey, David L.
year 1992
title Mission Possible: Computer Aided Design for Everyone
doi https://doi.org/10.52842/conf.acadia.1992.065
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 65-73
summary A pragmatic model for the building of an electronic architectural design curriculum which will offer students and faculty the opportunity to fully integrate information age technologies into the educational experience is becoming increasingly desirable.

The majority of architectural programs teach technology topics through content specific courses which appear as an educational sequence within the curriculum. These technology topics have traditionally included structural design, environmental systems, and construction materials and methods. Likewise, that course model has been broadly applied to the teaching of computer aided design, which is identified as a technology topic. Computer technology has resulted in a proliferation of courses which similarly introduce the student to computer graphic and design systems through a traditional course structure.

Inevitably, competition for priority arises within the curriculum, introducing the potential risk that otherwise valuable courses and/or course content will be replaced by the "'newer" technology, and providing fertile ground for faculty and administrative resistance to computerization as traditional courses are pushed aside or seem threatened.

An alternative view is that computer technology is not a "topic", but rather the medium for creating a design (and studio) environment for informed decision making.... deciding what it is we should build. Such a viewpoint urges the development of a curricular structure, through which the impact of computer technology may be understood as that medium for design decision making, as the initial step in addressing the current and future needs of architectural education.

One example of such a program currently in place at the College of Architecture and Planning, Ball State University takes an approach which overlays, like a transparent tissue, the computer aided design content (or a computer emphasis) onto the primary curriculum.

With the exception of a general introductory course at the freshman level, computer instruction and content issues may be addressed effectively within existing studio courses. The level of operational and conceptual proficiency achieved by the student, within an electronic design studio, makes the electronic design environment selfsustaining and maintainable across the entire curriculum. The ability to broadly apply computer aided design to the educational experience can be independent of the availability of many specialized computer aided design faculty.

series ACADIA
last changed 2022/06/07 07:59

_id 8cf3
authors Müller, Volker
year 1992
title Reint-Ops: A Tool Supporting Conceptual Design
doi https://doi.org/10.52842/conf.acadia.1992.221
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 221-232
summary Reasoning is influenced by our perception of the environment. New aspects of our environment help to provoke new thoughts. Thus, changes of what is perceived can be assumed to stimulate the generation of new ideas, as well. In CAD, computerized three-dimensional models of physical entities are produced. Their representation on the monitor is determined by our viewing position and by the rendering method used. Especially the wire-frame representations of views lend themselves to a variety of readings, due to coincident and intersecting lines. Methods by which wire-frame views can be processed to extract the shapes that they contain have been investigated and developed. The extracted shapes can be used as a base for the generation of derived entities through various operations that are called Reinterpretation Operations. They have been implemented as a prototypical extension (named Reint-Ops) to an existing modeling shell. ReintOps is a highly interactive exploratory CAD tool, which allows the user to customize criteria and factors which are used in the reinterpretation process. This tool can be regarded as having a potential to support conceptual design investigations.
keywords CAD, Three-dimensional Model, Wireframe Representation, Shape Extraction, Generation of Derived Entities, Reinterpretation, Conceptual Design
series ACADIA
email
last changed 2022/06/07 07:59

_id 46c7
id 46c7
authors Ozel, Filiz
year 1992
title Data Modeling Needs of Life Safety Code (LSC) Compliance Applications
doi https://doi.org/10.52842/conf.acadia.1992.177
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 177-185
summary One of the most complex code compliance issues originates from the conformance of designs to Life Safety Code (NFPA 101). The development of computer based code compliance checking programs attracted the attention of building researchers and practitioners alike. These studies represent a number of approaches ranging from CAD based procedural approaches to rule based, non graphic ones, but they do not address the interaction of the rule base of such systems with graphic data bases that define the geometry of architectural objects. Automatic extraction of the attributes and the configuration of building systems requires 11 architectural object - graphic entity" data models that allow access and retrieval of the necessary data for code compliance checking. This study aims to specifically focus on the development of such a data model through the use of AutoLISP feature of AutoCAD (Autodesk Inc.) graphic system. This data model is intended to interact with a Life Safety Code rule base created through Level5-Object (Focus Inc.) expert system.

Assuming the availability of a more general building data model, one must define life and fire safety features of a building before any automatic checking can be performed. Object oriented data structures are beginning to be applied to design objects, since they allow the type versatility demanded by design applications. As one generates a functional view of the main data model, the software user must provide domain specific information. A functional view is defined as the process of generating domain specific data structures from a more general purpose data model, such as defining egress routes from wall or room object data structure. Typically in the early design phase of a project, these are related to the emergency egress design features of a building. Certain decisions such as where to provide sprinkler protection or the location of protected egress ways must be made early in the process.

series ACADIA
email
last changed 2022/06/07 08:00

_id c93a
authors Saggio, Antonino
year 1992
title Object Based Modeling and Concept-Testing: A Framework for Studio Teaching
doi https://doi.org/10.52842/conf.acadia.1992.049
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 49-63
summary This chapter concludes with a proposal for a studio structure that incorporates computers as a creative stimulus in the design process. Three related experiences support this hypothesis: the role played in concrete designs by an Object Based Modeling environment, teaching with Computer Aided Architectural Design and OBM in the realm of documentation and analysis of architecture, previous applications of the Concept-Testing methodology in design studios. Examples from these three areas provide the framework for mutual support between OBM and a C-T approach for studio teaching. The central sections of the chapter focus on the analysis of these experiences, while the last section provides a 15 week, semester based, studio structure that incorporates OBM in the overall calendar and in key assignments.

series ACADIA
email
last changed 2022/06/07 07:56

_id a5fc
authors Shinners, Neil, D’Cruz, Neville and Marriott, Andrew
year 1992
title Multi-Faceted Architectural Visualization
doi https://doi.org/10.52842/conf.acadia.1992.141
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 141-153
summary As well as learning traditional design techniques, students in architecture courses learn how to use powerful workstations with CAD systems, color scanners and laser printers and software for the rendering, compositing and animating of their designs.

They learn to use raytracing and radiosity rendering systems to provide visual realism, alpha-channel compositing systems to put a client in the picture (literally) or the design in situ, and keyframe animation systems to allow realistic walkthroughs.

Student Presentations are now based on videos, photographic slides, slide shows or real time animation. Images (as data files) are imported into full color publishing systems for final year thesis presentation.

The architectural graphics environment at Curtin University facilitates the integration of slide and video examples of raytraced and chroma-keyed images with computer aided design techniques for architectural student presentations.

series ACADIA
email
last changed 2022/06/07 07:56

_id a1a4
authors Westergard, Curt
year 1992
title Visualizing Negative Space
doi https://doi.org/10.52842/conf.acadia.1992.135
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 135-139
summary Designers and artists are, by training, accustomed to reversing figure /ground relationships-' They can easily picture and sketch negative (empty) spaces in plan or profile. Such perceptual reversals help them understand the voids between buildings as the dynamic and character-forming entities they are. Traditional drawing techniques like pocheing or hatching, just emphasize the static 2 dimensional aspects of these curious spaces: many sequential or layered views are needed to define their full 3 dimensional volume. Such multiple views are costly to produce and because of the 2 dimensional medium are inherently static and flat.

This research applies and further develops an under used visualization technique that depicts negative spaces (voids) as true 3 dimensional solids. It focuses specifically on visualizing outdoor spaces defined primarily by vegetation. The preliminary results are volumetrically revealing depictions of complex spaces. They give the designer and client quick spatial feedback about the intended "'open" space in a given design.

series ACADIA
email
last changed 2022/06/07 07:56

_id 0ff4
authors Woodbury, R.F., Radford, A.D., Taplin, P.N. and Coppins, S.A.
year 1992
title Tartan Worlds: A Generative Symbol Grammar System
doi https://doi.org/10.52842/conf.acadia.1992.211
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 211-220
summary Tartan Worlds is a highly interactive, generative symbol grammar system that generates designs as two dimensional configurations of symbols on tartan grids. It operates with multiple graphical rule sets on multiple design worlds. Designers can operate directly on rules and worlds. In this chapter we will introduce the system Tartan Worlds as implemented on the Apple Macintosh.
series ACADIA
email
last changed 2022/06/07 07:57

_id 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
doi https://doi.org/10.52842/conf.acadia.2000.137
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 137-145
summary The computer is a relatively new tool in the practice of Architecture. Since its introduction, there has been a desire amongst designers to use this new tool quite early in the design process. However, contrary to this desire, most Architects today use pen and paper in the very early stages of design to sketch. Architects solve problems by thinking visually. One of the most important tools that the Architect has at his disposal in the design process is the hand sketch. This iterative way of testing ideas and informing the design process with images fundamentally directs and aids the architect’s decision making. It has been said (Schön and Wiggins 1992) that sketching is about the reflective conversation designers have with images and ideas conveyed by the act of drawing. It is highly dependent on feedback. This “conversation” is an area worthy of investigation. Understanding this “conversation” is significant to understanding how we might apply the computer to enhance the designer’s ability to capture, manipulate and reflect on ideas during conceptual design. This paper discusses sketching and its relation to design thinking. It explores the conversations that designers engage in with the media they use. This is done through the explanation of a protocol analysis method. Protocol analysis used in the field of psychology, has been used extensively by Eastman et al (starting in the early 70s) as a method to elicit information about design thinking. In the pilot experiment described in this paper, two persons are used. One plays the role of the “hand” while the other is the “mind”- the two elements that are involved in the design “conversation”. This variation on classical protocol analysis sets out to discover how “intelligent” the hand should be to enhance design by reflection. The paper describes the procedures entailed in the pilot experiment and the resulting data. The paper then concludes by discussing future intentions for research and the far reaching possibilities for use of the computer in architectural studio teaching (as teaching aids) as well as a digital design assistant in conceptual design.
keywords CAAD, Sketching, Protocol Analysis, Design Thinking, Design Education
series ACADIA
last changed 2022/06/07 07:54

_id 6bff
authors Coyne, Richard
year 1992
title The Role of Metaphor in Understanding Computers in Design
doi https://doi.org/10.52842/conf.acadia.1992.003
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 3-11
summary The study of metaphor provides valuable insights into the workings of thought and understanding. This chapter addresses the important question of what the study of metaphor has to say about technology, the design process and hence the role of computers in design. The conclusion is that design involves the generation of action within a collaborative environment in which there is the free play of metaphor. A recognition of the close relationship between technology and metaphor provides insights into how to evaluate and develop the effective use of computers in design.

series ACADIA
email
last changed 2022/06/07 07:56

_id acadia03_036
id acadia03_036
authors Gerzso, J. Michael
year 2003
title On the Limitations of Shape Grammars: Comments on Aaron Fleisher’s Article “Grammatical Architecture?”
doi https://doi.org/10.52842/conf.acadia.2003.279
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 279-287
summary Shape grammars were introduced by Gips and Stiny in 1972. Since then, there have been many articles and books written by them and their associates. In 1992, Aaron Fleisher, a professor at the School of Planning, MIT, wrote a critique of their work in an article titled “Grammatical Architecture?” published in the journal Environment and Planning B. According to him, Gips, Stiny and later Mitchell, propose a hypothesis that states that shape grammars are presumed to represent knowledge of architectural form, that grammars are “formable,” and that there is a visual correspondence to verbal grammar. The strong version of “the hypothesis requires that an architectural form be equivalent to a grammar.” Fleisher considers these hypotheses unsustainable, and argues his case by analyzing the differences between language, and architecture, and by dealing with the concepts of lexicons, syntax and semantics. He concludes by stating that architectural design is negotiated in two modalities: the verbal and the visual, and that equivalences are not at issue; they do not exist. If there is such thing as a language for design, it would provide the means to maintain a discussion of the consequences in one mode, of the state and conditions of the other. Fleisher’s observations serve as the basis of this paper, a tribute to him, and also an opportunity to present an outline to an alternate approach or hypothesis to shape grammars, which is “nonlinguistic” but “generative,” in the sense that it uses production rules. A basic aspect of this hypothesis is that the only similarity between syntactic rules in language and some rules in architecture is that they are recursive.
series ACADIA
last changed 2022/06/07 07:51

_id ab4d
authors Huang, Tao-Kuang, Degelman, Larry O., and Larsen, Terry R.
year 1992
title A Visualization Model for Computerized Energy Evaluation During the Conceptual Design Stage (ENERGRAPH)
doi https://doi.org/10.52842/conf.acadia.1992.195
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 195-206
summary Energy performance is a crucial step toward responsible design. Currently there are many tools that can be applied to reach this goal with reasonable accuracy. Often times, however, major flaws are not discovered until the final stage of design when it is too late to change. Not only are existing simulation models complicated to apply at the conceptual design stage, but energy principles and their applications are also abstract and hard to visualize. Because of the lack of suitable tools to visualize energy analysis output, energy conservation concepts fail to be integrated into the building design. For these reasons, designers tend not to apply energy conservation concepts at the early design stage. However, since computer graphics is a new phase of visual communication in design process, the above problems might be solved properly through a computerized graphical interface in the conceptual design stage.

The research described in this paper is the result of exploring the concept of using computer graphics to support energy efficient building designs. It focuses on the visualization of building energy through a highly interactive graphical interface in the early design stage.

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

_id e87d
authors Schierle, G. Goetz
year 1992
title Computer Aided Design for Wind and Seismic Forces
doi https://doi.org/10.52842/conf.acadia.1992.187
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 187-194
summary A computer program, Lateral Design Graphs (LDG), to consider lateral wind and seismic forces in the early design stages, is presented. LDG provides numeric data and graphs to visualize the effect of building height, shape, and framing system on lateral forces. Many critical decisions effecting lateral forces and elements to resist them are made at early design stages. Costly changes or reduced safety may result if they are not considered. For example, building height, shape and configuration impact lateral forces and building safety; so does the placement of shear walls in line with space needs. But the complex and time consuming nature of lateral force design by hand makes early consideration often not practical. Therefore the objectives of LDG are to: 1) visualize the cause and effect of lateral forces; 2) make the design process more transparent; 3) develop informed intuition; 4) facilitate trade-off studies at an early stage; 5) help to teach design for lateral forces.
series ACADIA
email
last changed 2022/06/07 07:57

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