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 c93a
authors Saggio, Antonino
year 1992
title Object Based Modeling and Concept-Testing: A Framework for Studio Teaching
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 49-63
doi https://doi.org/10.52842/conf.acadia.1992.049
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 a302
authors Saggio, Antonino
year 1992
title A New Tool for Studio Teaching - Object Based Modeling
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 251-264
doi https://doi.org/10.52842/conf.ecaade.1992.251
summary The scope of this paper is to present Computer Aided Architectural Design (and more particularly the dynamic and incremental modeling characteristics of Object Based Modeling) as a tool to reinforce the teaching of architectural design. Utilized within a method based on a cyclical application of "Concept and Testing", OBM has the possibility to work as an amplifier of design ideas and as a meaningful tool for the advancement of architectural design. Three related experiences support this hypothesis. The role played in concrete designs by an Object Based Modeling environment. Teaching with CAAD and OBM in the realm of documentation and analysis of architecture. Previous applications of the Concept-Testing methodology in design studios. The central sections of the paper 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. While the scope of this work coincides with the thesis presented at the Acadia '92 conference in Charleston (South Carolina), to focus the argument more clearly content, text and illustrations differ in several parts.

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

_id cef3
authors Bridges, Alan H.
year 1992
title Computing and Problem Based Learning at Delft University of Technology Faculty of Architecture
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 289-294
doi https://doi.org/10.52842/conf.ecaade.1992.289
summary Delft University of Technology, founded in 1842, is the oldest and largest technical university in the Netherlands. It provides education for more than 13,000 students in fifteen main subject areas. The Faculty of Architecture, Housing, Urban Design and Planning is one of the largest faculties of the DUT with some 2000 students and over 500 staff members. The course of study takes four academic years: a first year (Propaedeuse) and a further three years (Doctoraal) leading to the "ingenieur" qualification. The basic course material is delivered in the first two years and is taken by all students. The third and fourth years consist of a smaller number of compulsory subjects in each of the department's specialist areas together with a wide range of option choices. The five main subject areas the students may choose from for their specialisation are Architecture, Building and Project Management, Building Technology, Urban Design and Planning, and Housing.

The curriculum of the Faculty has been radically revised over the last two years and is now based on the concept of "Problem-Based Learning". The subject matter taught is divided thematically into specific issues that are taught in six week blocks. The vehicles for these blocks are specially selected and adapted case studies prepared by teams of staff members. These provide a focus for integrating specialist subjects around a studio based design theme. In the case of second year this studio is largely computer-based: many drawings are produced by computer and several specially written computer applications are used in association with the specialist inputs.

This paper describes the "block structure" used in second year, giving examples of the special computer programs used, but also raises a number of broader educational issues. Introduction of the block system arose as a method of curriculum integration in response to difficulties emerging from the independent functioning of strong discipline areas in the traditional work groups. The need for a greater level of selfdirected learning was recognised as opposed to the "passive information model" of student learning in which the students are seen as empty vessels to be filled with knowledge - which they are then usually unable to apply in design related contexts in the studio. Furthermore, the value of electives had been questioned: whilst enabling some diversity of choice, they may also be seen as diverting attention and resources from the real problems of teaching architecture.

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

_id e412
authors Fargas, Josep and Papazian, Pegor
year 1992
title Modeling Regulations and Intentions for Urban Development: The Role of Computer Simulation in the Urban Design Studio
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 201-212
doi https://doi.org/10.52842/conf.ecaade.1992.201
summary In this paper we present a strategy for modeling urban development in order to study the role of urban regulations and policies in the transformation of cities. We also suggest a methodology for using computer models as experimental tools in the urban design studio in order to make explicit the factors involved in shaping cities, and for the automatic visualization of projected development. The structure of the proposed model is based on different modules which represent, on the one hand, the rules regulating the physical growth of a city and, on the other hand, heuristics corresponding to different interests such as Real Estate Developers, City Hall Planners, Advocacy and Community Groups, and so on. Here we present a case study dealing with the Boston Redevelopment Authority zoning code for the Midtown Cultural District of Boston. We introduce a computer program which develops the district, adopting a particular point of view regarding urban regulation. We then generalize the notion of this type of computer modeling and simulation, and draw some conclusions about its possible uses in the teaching and practice of design.
series eCAADe
email
last changed 2022/06/07 07:55

_id 6e99
authors Hoffer, Erin Rae
year 1992
title Creating the Electronic Design Studio: Development of a Heterogeneous Networked Environment at Harvard's Graduate School of Design
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 225-240
doi https://doi.org/10.52842/conf.ecaade.1992.225
summary The migration of design education to reliance on computer-based techniques requires new ways of thinking about environments which can effectively support a diverse set of activities. Both from a spatial standpoint and a computing resource standpoint, design studios must be inevitably reconfigured to support new tools and reflect new ways of communicating. At Harvard's GSD, a commitment to incorporating computer literacy as a fundamental component of design education enables us to confront these issues through the implementation of a heterogeneous network imbedded in an electronic design environment. This evolving prototype of a new design studio, its development and its potential, will be the subject of this paper. A new style design environment is built upon an understanding of traditional techniques, and layered with an awareness of new tools and methods. Initially we borrow from existing metaphors which govern our interpretation of the way designers work. Next we seek to extend our thinking to include allied or related metaphors such as the library metaphor which informs collections of software and data, or the laboratory metaphor which informs workspace groupings, or the transportation metaphor which informs computer-based communications such as electronic mail or bulletin boards, or the utility services metaphor which informs the provision of network services and equipment. Our evaluation of this environment is based on direct feedback from its users, both faculty and students, and on subjective observation of the qualitative changes in communication which occur between and among these groups and individuals. Ultimately, the network must be judged as a framework for learning and evaluation, and its success depends both on its ability to absorb our existing metaphors for the process of design, and to prefigure the emerging metaphors to be envisioned in the future.

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

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
doi https://doi.org/10.52842/conf.caadria.2004.005
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id 8d37
authors Bradford, J.W., Ng, F.F. and Will, B.F.
year 1992
title Models and Hypermedia for Architectural Education
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 19-42
doi https://doi.org/10.52842/conf.ecaade.1992.019
summary Hypermedia uses the hypertext style of interactive navigation through computer-based multimedia materials to provide access to a wealth of information for use by teachers and students. Academic disciplines concerned about the enlightenment of future designers of the built environment require an additional medium not yet available in hypermedia - interactive 3-D computer models. This paper discusses a hypermedia CAI system currently being developed at the University of Hong Kong for use in architectural education. The system uses interactive 3D computer models as another medium for instructional information, and as user orientation and database access devices. An object oriented, 3-D model hierarchy is used as the organizational structure for the database. A prototype which uses the system to teach undergraduate architecture students about a traditional Chinese temple is also illustrated. The prototype demonstrates the use of a computer as the medium for bilingual English and Chinese instruction.

keywords 3-D Modelling, Architectural Education, Computer Aided Instruction, Hypermedia, Multimedia
series eCAADe
email
last changed 2022/06/07 07:54

_id b4c4
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2000
title A framework for an Architectural Collaborative Design
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 57-60
doi https://doi.org/10.52842/conf.ecaade.2000.057
summary The building industry involves a larger number of disciplines, operators and professionals than other industrial processes. Its peculiarity is that the products (building objects) have a number of parts (building elements) that does not differ much from the number of classes into which building objects can be conceptually subdivided. Another important characteristic is that the building industry produces unique products (de Vries and van Zutphen, 1992). This is not an isolated situation but indeed one that is spreading also in other industrial fields. For example, production niches have proved successful in the automotive and computer industries (Carrara, Fioravanti, & Novembri, 1989). Building design is a complex multi-disciplinary process, which demands a high degree of co-ordination and co-operation among separate teams, each having its own specific knowledge and its own set of specific design tools. Establishing an environment for design tool integration is a prerequisite for network-based distributed work. It was attempted to solve the problem of efficient, user-friendly, and fast information exchange among operators by treating it simply as an exchange of data. But the failure of IGES, CGM, PHIGS confirms that data have different meanings and importance in different contexts. The STandard for Exchange of Product data, ISO 10303 Part 106 BCCM, relating to AEC field (Wix, 1997), seems to be too complex to be applied to professional studios. Moreover its structure is too deep and the conceptual classifications based on it do not allow multi-inheritance (Ekholm, 1996). From now on we shall adopt the BCCM semantic that defines the actor as "a functional participant in building construction"; and we shall define designer as "every member of the class formed by designers" (architects, engineers, town-planners, construction managers, etc.).
keywords Architectural Design Process, Collaborative Design, Knowledge Engineering, Dynamic Object Oriented Programming
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 181b
authors Liou, Shuenn-Ren
year 1992
title A computer-based framework for analyzing and deriving the morphological structure of architectural designs
source University of Michigan
summary An approach to the acquisition and utilization of knowledge about the morphological structure of notable orthogonal building plans and other two-dimensional compositions is formulated and tested. This approach consists of two levels of abstraction within which the analysis and comparison of existing designs and the derivation of new designs can be undertaken systematically and efficiently. Specifically, the morphological structure of orthogonal building plans and other two-dimensional compositions is conceived as a language defined by shape grammar and architectural grammar corresponding to the geometric and spatial structures of the compositions. Lines constitute the shape grammar and walls and columns the architectural grammar. A computer program named ANADER is designed and implemented using the C++ object-oriented language to describe feasible compositions. It is argued that the gap between morphological analysis and synthesis is bridged partially because the proposed framework facilitates systematic comparisons of the morphological structures of two-dimensional orthogonal compositions and provides insight into the form-making process used to derive them. As an analytical system, the framework contributes to the generation of new and the assessment of existing morphological knowledge. Specifically, it is demonstrated that it is feasible to specify an existing architectural design by a set of universal rule schemata and the sequence of their application. As a generative system, the framework allows many of the tasks involved in the derivation of two-dimensional orthogonal compositions to be carried out. As well, it promotes the use of analytical results. In conclusion, it is argued that the proposed computer-based framework will provide the research and the educator with increasing opportunities for addressing persistent architectural questions in new ways. Of particular interest to this author are questions concerning the decision-making activities involved in form- and space-making as well as the description, classification, and derivation of architecutural form and space. It is suggested that, at least in reference to the cases examined, but probably also in reference to many other morphological classes, these and other related questions can be addressed systematically, efficiently, and fruitfully by using the proposed framework.  
series thesis:PhD
last changed 2003/02/12 22:37

_id 46c7
id 46c7
authors Ozel, Filiz
year 1992
title Data Modeling Needs of Life Safety Code (LSC) Compliance Applications
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 177-185
doi https://doi.org/10.52842/conf.acadia.1992.177
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 bdbb
authors Pugh, D.
year 1992
title Designing solid objects using interactive sketch interpretation
source Computer Graphics (1992 Symposium on Interactive 3D Graphics), 25(2):117-126, Mar. 1992
summary Before the introduction of Computer Aided Design and solid modeling systems, designers had developed a set of techniques for designing solid objects by sketching their ideas on pencil and paper and refining them into workable designs. Unfortunately, these techniques are different from those for designing objects using a solid modeler. Not only does this waste avast reserve of talent and experience (people typically start drawing from the moment they can hold a crayon), but it also has a more fundamental problem: designers can use their intuition more effectively when sketching than they can when using a solid modeler. Viking is a solid modeling system whose user-interface is based on interactive sketch interpretation. Interactive sketch interpretation lets the designer create a line-drawing of a de- sired object while Viking generates a three-dimensional ob- ject description. This description is consistent with both the designer's line-drawing, and a set of geometric constraints either derived from the line-drawing or placed by the de- signer. Viking's object descriptions are fully compatible with the object descriptions used by traditional solid modelers. As a result, interactive sketch interpretation can be used with traditional solid modeling techniques, combining the advan- tages of both sketching and solid modeling.
series journal paper
last changed 2003/04/23 15:50

_id fd02
authors Tsou, Jin-Yeu
year 1992
title Using conceptual modelling and an object-oriented environment to support building cost control during early design
source College of Architecture and Urban Planning, University of Michigan
summary This research investigated formal information modelling techniques and the object-oriented knowledge representation on the domain of building cost control during early design stages. The findings contribute to an understanding of the advantages and disadvantages of applying formal modelling techniques to the analysis of architectural problems and the representation of domain knowledge in an object-oriented environment. In this study, information modelling techniques were reviewed, formal information analysis was performed, a conceptual model based on the cost control problem domain was created, a computational model based on the object-oriented approach was developed, a mechanism to support information broadcasting for representing interrelationships was implemented, and an object-oriented cost analysis system for early design (OBCIS) was demonstrated. The conceptual model, based on the elemental proposition analysis of NIAM, supports a formal approach for analyzing the problem domain; the analysis results are represented by high-level graphical notations, based on the AEC Building System Model, to visually display the information framework of the domain. The conceptual model provides an intermediate step between the system designer's view of the domain and the internal representation of the implementation platform. The object-oriented representation provides extensive data modelling abilities to help system designers intuitively represent the semantics of the problem domain. The object-oriented representation also supports more structured and integrated modules than conventional programming approaches. Although there are many advantages to applying this technique to represent the semantics of cost control knowledge, there are several issues which need to be considered: no single satisfactory classification method can be directly applied; object-oriented systems are difficult to learn; and designing reusable classes is difficult. The dependency graph and information broadcasting implemented in this research is an attempt to represent the interrelationships between domain objects. The mechanism allows users to explicitly define the interrelationships, based on semantic requirements, among domain objects. In the conventional approach, these relationships are directly interpreted by system designers and intertwined into the programming code. There are several issues which need to be studied further: indirect dependency relationship, conflict resolution, and request-update looping based on least-commitment approach.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 735a
authors Anh, Tran Hoai
year 1992
title FULL-SCALE EXPERIMENT ON KITCHEN FUNCTION IN HANOI
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part A, pp. 19-30
summary This study is a part of a licentiate thesis on "Functional kitchen for the Vietnamese cooking way"at the Department of Architecture and Development studies, Lund University. The issues it is dealing with are: (1) Inadequacy of kitchen design in the apartment buildings in Hanoi, where the kitchen is often designed as a mere cooking place - other parts of the food making process are not given any attention. (2) Lack of standard dimensional and planning criteria for functional kitchen which can serve as bases for kitchen design. // The thesis aims at finding out indicators on functional spatial requirements for kitchen, which can serve as guide-line for designing functional kitchen for Hanoi. One of the main propositions in the thesis is that functional kitchens for Hanoi should be organised to permit the culinary activities done according to the Vietnamese urban culinary practice. This is based on the concept that the culinary activity is an expression Of culture, thus the practice of preparing meal in the present context of the urban households in Hanoi has an established pattern, method which demand a suitable area and arrangement in the kitchen. This pattern and cooking method should make up the functional requirement for kitchen in Hanoi, and be taken in to account if functional kitchen designing is to be achieved. In the context of the space-limited apartment building of Hanoi, special focus is given to find out indicators on the minimum functional spatial requirements of the kitchen works.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:29

_id 6cfd
authors Harfmann, Anton C. and Majkowski, Bruce R.
year 1992
title Component-Based Spatial Reasoning
source Mission - Method - Madness [ACADIA Conference Proceedings / ISBN 1-880250-01-2] 1992, pp. 103-111
doi https://doi.org/10.52842/conf.acadia.1992.103
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 cb5a
authors Oxman, Rivka E.
year 1992
title Multiple Operative and Interactive Modes in Knowledge-Based Design Systems
source New York: John Wiley & Sons, 1992. pp. 125-143 : ill. includes bibliography
summary A conceptual basis for the development of an expert system which is capable of integrating various modes of generation and evaluation in design is presented. This approach is based upon two sets of reasoning processes in the design system. The first enables a mapping between design requirements and solution descriptions in a generative mode of design; and the second enables a mapping between solution descriptions and performance evaluation in an evaluative and predictive mode. This concept supports a formal framework necessary for a knowledge-based design system to operate in a design partnership relation with the designer. Another fundamental concept in expert systems for design, dual direction interpretation between graphic and textual modes, is presented and elaborated. This encoding of knowledge behind the geometrical representation can be achieved in knowledge- based design systems by the development of a 'semantic interpreter' which supports a dual direction mapping process employing a geometrical knowledge, typological knowledge and evaluative knowledge. An implemented expert system for design, PREDIKT, demonstrates these concepts in the domain of kitchen design. It provides the user with a choice of alternative modes of interaction, such as: a 'design critic' for the evaluation of a design, a 'design generator' for the generation of a design, or a 'design critic-generator' for the completion of partial solutions
keywords architecture, knowledge base, design, systems, expert systems
series CADline
email
last changed 2003/06/02 10:24

_id 1992
authors Russell, Peter
year 2002
title Using Higher Level Programming in Interdisciplinary teams as a means of training for Concurrent Engineering
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 14-19
doi https://doi.org/10.52842/conf.ecaade.2002.014
summary The paper explains a didactical method for training students that has been run three times to date. The premise of the course is to combine students from different faculties into interdisciplinary teams. These teams then have a complex problem to resolve within an extremely short time span. In light of recent works from Joy and Kurzweil, the theme Robotics was chosen as an exercise that is timely, interesting and related, but not central to the studies of the various faculties. In groups of 3 to 5, students from faculties of architecture, computer science and mechanical engineering are entrusted to design, build and program a robot which must successfully execute a prescribed set of actions in a competitive atmosphere. The entire course lasts ten days and culminates with the competitive evaluation. The robots must navigate a labyrinth, communicate with on another and be able to cover longer distances with some speed. In order to simplify the resources available to the students, the Lego Mindstorms Robotic syshed backgrounds instaed of synthetic ones. The combination of digitally produced (scanned) sperical images together with the use of HDR open a wide range of new implementation in the field of architecture, especially in combining synthetic elements in existing buildings, e.g. new interior elements in an existing historical museum).ural presentations in the medium of computer animation. These new forms of expression of design thoughts and ideas go beyond mere model making, and move more towards scenemaking and storytelling. The latter represents new methods of expression within computational environments for architects and designers.its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosg and programming a winning robot. These differences became apparent early in the sessions and each group had to find ways to communicate their ideas and to collectively develop them by building on the strengths of each team member.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 60e7
authors Bailey, Rohan
year 2000
title The Intelligent Sketch: Developing a Conceptual Model for a Digital Design Assistant
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
doi https://doi.org/10.52842/conf.acadia.2000.137
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 6d1d
authors Daru, R. and Daru, M.
year 1992
title Personal Working Styles in the CMD Studio
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 451-472
doi https://doi.org/10.52842/conf.ecaade.1992.451
summary Normative and problem-solving approaches of architectural design ignore the personality aspects of the designing activity. Every architect approaches projects according to her/his own strategies and tactics. Usually they do not conform to the prescriptive models of design theoreticians. Computer aided design tools should be adapted to their utility within the strategies and tactics of each and every architectural student. We are testing the usefulness of CAAD tools developed by others or ourselves and identifying the needs for missing tools. It is already clear that many CAAD tools reflect the point of view of the programmer about strategies and tactics of designing and that they do not take into account the idiosyncrasies of the end user. Forcing the tools on students breeds the risk of fostering repulsion against ill-adapted tools, and consequently against CMD. Our research group pursues empirical research on working styles of designing by practising architects within the frame of a personality theory of actions. The results indicate that there are three main directions for designing strategies. If we want to take into account the real-world behaviour in design practice within architectural education, this implies the diversification of the exercises we offer to the students in threefold, corresponding with the three directions. To this, we add the didactic options of complementation, compensation and support, depending on what we know about the strong or weak points of the students involved. We have started proposing choices for the exercises of our design morphology studio. Students are offered approaches and tools we consider best adapted to their own working

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

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