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 cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 53da
authors Carlson, Christopher
year 1993
title Grammatical programming : an algebraic approach to the description of design spaces
source Carnegie Mellon University
summary The intuitiveness of spatial grammars makes them an attractive method of describing spaces of design. But grammars suffer from several inadequacies that limit their usefulness in design practice: (1) they cannot describe spaces of parametric, constrained designs, (2) they provide no control mechanisms for sequencing sets of rules, (3) they provide no 'subroutines' for dealing with complexity, and (4) they do not accommodate transformation mechanisms other than the rewrite rule. All of these inadequacies my [sic] be remedied by embedding grammars in a larger framework of nondeterministic functional programming, a paradigm we call 'grammatical programming.' In grammatical programs, rewrite rules are obtained from arbitrary nondeterministic functions by means of a 'rewrite closure' operator. Both rules and the designs they operate upon may be parametric and have attached constraints, permitting grammatical programs to describe spaces of parametric, constrained designs. Rewrite rules, and more generally, nondeterministic functions, are combined into compound functions by means of the operators of a control algebra, which provides functional composition, union, iteration, and a type of negation called 'failure.' The resulting modularity permits design space descriptions to be constructed, tested, and debugged piecewise, and to draw upon libraries of standard, debugged grammatical components. We begin this dissertation with an informal introduction to grammatical programming. We then give a formal, implementation-independent semantics of grammatical programs similar to the semantics of stratified logic programs. We discuss the implementation of a prototype compiler/interpreter and present case studies of the use of the prototype in describing spaces of rectangular dissections and a style of early Gothic traceries. We conclude with a discussion of lessons learned from the case studies and an agenda of further research necessary to make grammatical programming a useful tool in design practice.
series thesis:PhD
last changed 2003/02/12 22:37

_id c5bb
authors Hirschberg, U., Meister, M. and Neumann, F.
year 1993
title Processing of Geographic Data for CAAD-supported Analysis and Design of Urban Development Areas
doi https://doi.org/10.52842/conf.ecaade.1993.x.w2h
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary The interdisciplinary research project aims at the development of a hard- and software environment to support the representation, analysis, manipulation and design of urban development areas for architects and city planners. It was started in 1990 and involves three groups at the ETH Zurich: Architecture/Urban design - Processing of Geographic Data/Photogrammetry -Computer Sciences/CAAD. The first part of this paper will give an introduction to the goals and implications of the project by comparing it with a similar project one of the authors took part in as a student. Then the paper gives a brief description of the work of the three groups involved, an overview of the methods they employed and the results that were achieved. The main focus will be on the work of the CAAD group . Finally some conclusions are drawn and problems are discussed. The future work includes the testing of the tool by students during the winter term 1993/94.

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

_id a927
authors Amirante, Isabella and Bosco, Antonio
year 1995
title Hypertext Between Research and Teaching: An Experience in a Didactic Building Technology Laboratory
doi https://doi.org/10.52842/conf.ecaade.1995.003
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 3-12
summary IPER (hypertext for the knowledge of building patrimony) is the result of a research developed with C.N.R. (National Research Institute). The aim of IPER is to provide the knowledge, the description and the management of one or more historical buildings for public or private institutions. IPER allowed us to improve our methodology of building analysis, covering various disciplinary fields, in two different systems. (1.) the first one, synthetic and suitable for a group of historical buildings, (2.) the second one, complex and particularly made for monumental buildings. // This experience is related to the new regulation of teaching architecture in Italy made in 1993. The main novelty is the introduction of the laboratories with the contemporary presence of two or three teachers of different disciplines, working together with the students on the same project with different approaches. This opportunity allowed us to introduce the "knowledge engineer" as a teacher in the laboratory of building technology. IPER is given to the students with the aim of experimenting and solving the theoretical and practical difficulties that students of different years may encounter in the knowledge and representation of buildings and in the organisation of all the data from the case study.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_1.htm
last changed 2022/06/07 07:54

_id 0ab2
authors Amor, R., Hosking, J., Groves, L. and Donn, M.
year 1993
title Design Tool Integration: Model Flexibility for the Building Profession
source Proceedings of Building Systems Automation - Integration, University of Wisconsin-Madison
summary The development of ICAtect, as discussed in the Building Systems Automation and Integration Symposium of 1991, provides a way of integrating simulation tools through a common building model. However, ICAtect is only a small step towards the ultimate goal of total integration and automation of the building design process. In this paper we investigate the next steps on the path toward integration. We examine how models structured to capture the physical attributes of the building, as required by simulation tools, can be used to converse with knowledge-based systems. We consider the types of mappings that occur in the often different views of a building held by these two classes of design tools. This leads us to examine the need for multiple views of a common building model. We then extend our analysis from the views required by simulation and knowledge-based systems, to those required by different segments of the building profession (e.g. architects, engineers, developers, etc.) to converse with such an integrated system. This indicates a need to provide a flexible method of accessing data in the common building model to facilitate use by different building professionals with varying specialities and levels of expertise.
series journal paper
email
last changed 2003/05/15 21:22

_id 2ff9
id 2ff9
authors Ataman, Osman
year 1993
title Knowledge-based Stair Design
doi https://doi.org/10.52842/conf.acadia.1993.163
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 163-171
summary The application of computer--based technique to support architectural design has often concentrated on matters of representation. Typically, this means computer-aided drafting, and less frequently, computer-aided modeling and visualization. The promise of new computer-based tools to support the process of design has thus far failed to produce any significant tool that has had a widespread impact on the architectural profession. Most developments remain in university based research labs where they are used as teaching instruments in CAD courses or less often in design studios. While there are many reasons for this lack of dissemination, including a reluctance on the part of the architectural profession itself, the primary obstacles deal with difficulties in explicating design knowledge, representing this knowledge in a manner that can be used for design, and providing an intuitive and effective user interface, allowing the designer to easily use the tool for its intended purpose.

This study describes a system that has been developed to address a number of these issues. Based on research findings from the field of Artificial Intelligence which expounds on the need for multiple techniques to represent any complex area of knowledge, we have selected a particular approach that focuses on multiple techniques for design representation. We review this approach in depth by considering its many facets necessary when implementing a knowledge-based system. We then partially test the viability of this approach through a small case study, implementing a knowledge-based system for designing stairs. While this effort only deals with a small part of the total design process, it does explore a number of significant issues facing the development of computer-based design assistants, and suggests several techniques for addressing these concerns.

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

_id 4c30
authors Aura, Seppo
year 1993
title Episode as a Unit of Analysis of Movement
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 53-66
summary Everybody who has read his Gordon Cullen or his Edmund H. Bacon knows that movement has long been recognized as a factor in environmental planning in many ways. For example, in the traditional Japanese promenade garden the importance of movement has always been appreciated. The promenader gains an intense experience of the succession, variation and rhythm of the surrounding scene. The spaces and paths lead him from one stage to another. The spatial structure of the Japanese promenade garden, as well as of traditional Japanese architecture in general, is joined most intensively to time and motion. The environment is in relation to the flow of change in many sense, both concretely and existentially. Taking an example of western urban environment. Here perhaps the most marked sequential spaces are to be found in small medieval, mediterranean towns. Thanks to their organic growth, narrow and winding streets and the emphasis on public squares, most of them provide exciting experiences if the observer is only interested in seeing the townscape from the point of view of movement. There are also examples of this kind of environment in Finland. In old wooden towns like Porvoo and Rauma one can still find varied and rhythmic streetscapes and networks of streets and squares, together with a human scale and an almost timeless atmosphere. One could say that such an opportunity to experience spaces sequentially, or as serial visions, is an important dimension for us, especially as pedestrians. And as Gordon Cullen has shown there is in any urban environment much scope to heighten this experience. For example, by creating a sense of ’entering in’ some place, ’leaving for’, ’moving towards’, ’turning into’, ’walking through’ some place or ’following on’ the flow of spaces. Or, as Edmund H. Bacon has said, the departure point of good town planning should be that the successive towns spaces give rise to a flow of harmonic experiences: present experiences merge with earlier ones and become a step towards a future. Or, again in the words of Donald Appleyard, Kevin Lynch and John R. Myer: “The experience of a city is basically of a moving view, and this is the view we must understand if we wish to reform the look of our cities”.
keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 50ce
authors Baker, R.
year 1993
title Designing the Future: The Computer Transformation of Reality
source Thames and Hudson, Hong Kong
summary A coffee table book on computer applications? Well, yes, because it does deal largely with matters of graphic design in architecture, fashion and textiles, painting, and photography; but it also has items which might be of interest in its sections on digital publication, typography, and electronic communication in general. It also seeks to discuss the way in which these applications may force us to change the way we think. Robin Baker writes in an unfortunately stiff and abstract manner about the impact computer programmes have had on the world of art and design, but the graphic images and extended picture captions help to keep the reader awake - even though the main text sometimes disappears for two or three double page spreads on end. There are also smatterings of pretentious art-world-speak about 'solving certain spatial problems' (in the design of curtain fabrics or teapots) and the introduction (inevitable?) of new jargon: 'shape grammar'(a list of so-called shape 'rules'), 'repurposing' (putting somebody else's work to new use) and 'genetic algorithms' (sculptural designs based on re-processed organic shapes - most of which look like stomach tumours). In his favour, Baker very generously credits students and commercial designers who have produced the effects he describes and illustrates so well. For writers, he sketches in the possibilities of Hypertext and Hypermedia and points to the future of Hyper publishing which he (and Rupert Murdoch)believes will be with us before the end of the century. He seems to have a good oversight of what is possible and practicable - though one wonders how up-to-date the view is when his book may have begun its life anything up to three years ago. He usefully points out that much new technology exists in or drags along with it the forms of earlier periods - so that in an age of electronic communication we still have printed books as a dominant cultural form. Maybe this is as it should be - but Baker makes a persuasive case for the claim that All This is Going to Change.
series other
last changed 2003/04/23 15:14

_id c207
authors Branzell, Arne
year 1993
title The Studio CTH-A and the Searching Picture
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 129-140
summary What happens during an architect’s search for the best solution? How does he (or she) begin, which tools are chosen, what happens when he comes to a standstill? The activities – sketching, discussions with other people, making models, taking walks to think, visits to the library, etc? What is an ordinary procedure and what is more specific? Do the tools have an impact on the final solution chosen? What happens during periods of no activity? Are they important? In which fields of activities are signs of the searching process to be found? In other words — what is the process of creative thinking for architects? Mikael Hedin and myself at Design Methods, Chalmers University of Technology, have started research into architects’ problem-solving. We have finished a pilot study on a very experienced architect working traditionally, without Cad (”The Bo Cederlöf Case”). We have started preliminary discussions with our second ”Case”, an architect in another situation, who has been working for many years with Cad equipment (Gert Wingårdh). For our next case, we will study a third situation – two or more architects who share the responsibility for the solution and where the searching is a consequence of a dialogue between equal partners. At present, we are preparing a report on theories in and methods for Searching and Creativity. I will give you some results of our work up till now, in the form of ten hypotheses on the searching process. Finally, I would like to present those fields of activity where we have so far found signs of searching. Our approach, in comparison with earlier investigations into searching (the most respected being Arnheim’s study on Picasso’s completion of the Guernica) is to collect and observe signs of searching during the process, not afterwards. We are, to use a metaphor, following in the footsteps of the hunter, recording the path he chooses, what marks he makes, what tools, implements and equipment he uses. For practising architects: a better understanding of what is going on and encouragement to try new ways of searching, for architectural students: better preparation and training for problem solving. It all began while we compared the different objects in our collection of sketches at the Chalmers STUDIO for Visualisation and Communication. (For some years, we have been gathering sketches by Alvar Aalto, Jorn Utzon, Ralph Erskine, Erik and Tore Ahlsén, Lewerenz, Nyrén, Lindroos, Wingårdh and others in a permanent exhibition). We observed similarities in these sketches which allowed us to frame ten hypotheses about the searching process.

keywords Architectural Endoscopy
series EAEA
email
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id c372
authors Calvert, T., Bruderlin, A., Mah, S., Schiphorst, T. and Welman, C.
year 1993
title The Evolution of an Interface for Choreographers Evolving Design
source Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems 1993 pp. 115-122
summary This paper describes the evolution of the interface to Life Forms, a compositional tool for the creation of dance choreography, and highlights some of the important lessons we have learned during a six year design and implementation period. The lessons learned can be grouped into two categories: 1) Process, and 2) Architecture of the Interface. Our goal in developing a tool for choreography has been to provide computer-based creative design support for the conception and development of dance. The evolution was driven by feedback from the choreographers and users who were members of the development team, combined with our knowledge of current thinking on design and composition. Although the interface evolved in a relatively unconstrained way, the resulting system has many of the features that theoretical discussion in human interface design has projected as necessary. The Life Forms interface has evolved incrementally with one major discontinuity where adoption of a new compositional primitive required a completely new version. The choreography and composition of a dance is a complex synthesis task which has much in common with design. Thus, the lessons learned here are applicable to the development of interfaces to such applications as computer aided design.
keywords Composition; Design; User Interface; Dance; Complexity; Choreography; Human Animation
series other
last changed 2002/07/07 16:01

_id a336
authors Calvo, Charles M.
year 1993
title SOME EPISTEMOLOGICAL CONCERNS REGARDING ARTIFICIAL INTELLIGENCE AND KNOWLEDGE-BASED APPROACHES TO ARCHITECTURAL DESIGN - A RENEWED AGENDA
doi https://doi.org/10.52842/conf.acadia.1993.155
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 155-162
summary It has been noted that designers - when confronted with computers - have, by and large, refused to accept the introduction of apparently new design methodologies, and it has been speculated that this is the result of a failure of those methodologies to address the cognitive processes which take place in the course of designing. This position is somewhat suspect in that such innovations as computer-aided drafting -which also fail to recognize these processes have been widely accepted. It is perhaps more likely that the lack of acceptance results from a perception on the part of designers that the new methodologies either do not reflect some or all of those concerns that designers consider fundamental to design, or that they actively interfere with the designer's ability to accomplish what he/she sees as the goals of design. Given that the application of artificial intelligence and related work to architecture is still in its infancy, all of this suggests the need for a reassessment of the role of computing in design in order to clarify and strengthen those roles deemed appropriate.

Two approaches to the integration of artificial intelligence and knowledge-based systems into architectural design practice are currently dominant. One attempts to create systems which can on their own produce designs, the other provides intelligent support for those doing design. It was, in part, the recognition of limitations in the ability of traditional CAD systems and building modelers to reflect what designers actually do that led to explorations into the idea of intelligent assistants. Development of such assistants was aided by research into the act and process of design through protocol and other studies. Although some work is currently being done in the development of artificial intelligence and knowledge based applications in architecture, and work continues to be done on the study of design methodologies, the bulk of available information in each of these areas remains in the realm of design disciplines related to but outside of architecture and do not reflect the explicit role of architectural design in the embodiment and expression of culture.

The relationship of intelligence to culture has resulted in some skepticism regarding the ultimate capacity of neural nets and symbolically programmed computers in general. Significant work has been done questioning the rational tradition in computer development for its failure to address phenomena which are not easily subject to scientific analysis. Further skepticism regarding the role of artificial intelligence and knowledge-based or expert systems in architectural design has been emerging recently. Such criticism tends to focus on two issues: the nature of drawing as an activity which involves both the generation and interpretation of graphic artifacts, and the nature of the human designer as an active agent in the design process.

series ACADIA
type normal paper
last changed 2022/06/07 07:54

_id 88c5
authors Caturano, U.
year 1993
title A Proposal of Iconic Map on Computer Aided Architectural Design: 3DIMCAAD
doi https://doi.org/10.52842/conf.ecaade.1993.x.g9p
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary During the development of my graduation thesis I had to propose a subdivision of informatics technologies for architectural design into several research fields, each of them characterized by specific aims. This kind of subdivision was originally configured as an orientation tool inside the wide CAAD discipline, and only in a second time it took the features of a complete organization layout in which it is understandable not only the position of each single discipline in comparison with the others but, above all, the connections and interactions between them. The model, obtained as the result of many handlings but undefined yet, has been named 3DIMCaad (3 Dimensional Iconic Map on Computer Aided Architectural Design) and, in according to an initial hypothesis it could be regarded as a map of the sectors pointed out by my proposal, in fact, it is a iconic model of the connections and differences between the informatic main topics that I analysed. Every main topic is represented by a spheric nucleus linked to the others by a connection line (the ''pipe''), the dimension of which, quite generous, makes the observer understand the numerous interactions and exchange presents if two main topics are linked.

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

_id 0b24
authors Chilton, J.C., Wester, T. and Yu, J.
year 1993
title Exploring Structural Morphology Using CAD
doi https://doi.org/10.52842/conf.ecaade.1993.x.d1k
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Often in the design process the student's imagination is restricted by their inability to visualise, model or accurately sketch ideas for innovative structural systems. By using CAD as a design tool it is possible to explore the morphology of complex structures and to be able to produce perspective drawings of them with relative ease. Within AutoCAD there is a small library of standard three-dimensional objects and surfaces that can be called upon to generate more complex forms. However, to further facilitate the architectural design process, an extended library of innovative structural forms would allow the professional designer, or student, greater design freedom and any increase in the palette of structural forms available should stimulate creativity. As practical examples, the paper describes how students have been encouraged to experiment with the use of structures which can only be physically modelled with difficulty and which are also difficult to represent on the two- dimensional surface of the drawing board unless the geometry has previously been determined by the methods described. These are (i) Reciprocal Frame three-dimensional beam grillage structures and (ii) plate domes created from lattice structures by point-to- plane duality. The problem, of representation of these structures has been overcome, in the first case, by generating AutoLISP procedures to draw the complex three-dimensional geometrical form automatically in AutoCAD and, in the second case, by the development of the computer program CADual.

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

_id ecaade2014_153
id ecaade2014_153
authors David Morton
year 2014
title Augmented Reality in architectural studio learning:How Augmented Reality can be used as an exploratory tool in the design learning journey
doi https://doi.org/10.52842/conf.ecaade.2014.1.343
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 343-356
summary The boundaries of augmented reality in the academic field are now being explored at an ever increasing level. In this paper we present the initial findings of an educational project focusing on the use of augmented reality in the design process of an architectural student. The study seeks to evaluate the use of AR as a tool in the design stages, allowing effective exploration of spatial qualities of design projects undertaken in the studio. The learning process is guided by the exploration and detection of a design idea in both form and function, with the virtual environment providing a dynamic environment (Mantovani, 2001). This is further reflected in the constructivist theory where the learning processes use conceptual models, which are used to create incremental stages that become the platform to attain the next [Winn, 1993]. The additional benefit of augmented reality within the learning journey is the ability of the students to visually explore the architectural forms they are creating in greater depth.
wos WOS:000361384700034
keywords Augmented reality; pedagogy; learning journey; exploration
series eCAADe
email
last changed 2022/06/07 07:55

_id 8326
authors Diessenbacher, Claus and Rank, Ernst
year 1993
title Teaching Design with CAD?
doi https://doi.org/10.52842/conf.ecaade.1993.x.i1h
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Abstract as well as functionally dependant design exercises are essential components of an architectural education at nearly every university. Their goal is to provide architect students with a feeling for proportions, colours, materials etc., and to teach and train them in threedimensional thinking. Pictures and concepts, developed by the designer are materialized by various technologies such as with pencil and paper in the traditional two-dimensional techniques or with clay, wood, paper etc. in three-dimensional modeling. Now the computer and the CAD-system join the palette of the designers available resources in presentation as both a two-dimensional and a three-dimensional medium. Although CAD is often considered and taught to be only a better drafting tool, the educational goal of our group at the University of Dortmund is to employ CAD as a design support medium. The prerequisites for work with the computer and the CAD system are provided in a compulsory two semester undergraduate subject. Basic programming, work with spreadsheets etc. are some exemplary themes provided in the form of lectures and practical exercises. A main emphasis of this instruction is the mastery of three-dimensional working technology with a comprehensive CAD-System. In cooperation of our computer science group and architecture chairs, seminars involving the use of CAD as a three-dimensional design tool, are offered as graduate courses. The seminars consist of loops of modeling and evaluating objects in a three-dimensional space. With this, the most possible realistic studies in colour, light and proportion take place exclusively on the computer.
series eCAADe
last changed 2022/06/07 07:50

_id ddss9206
id ddss9206
authors Drach, A., Langenegger, M. and Heitz, S.
year 1993
title Working with prototypes: from cad to flexible tools for integrated building design
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary The formulation of design knowledge as concepts, goals and rules cannot be captured in fixed and valid statements. The dynamic modelling of concepts and goals is, on the contrary, part of the design process itself. Tools that effectively support architects in their design should therefore never use predefined mechanisms, but must be definable interactively according to design specifications. We propose the concept of prototypes as a cognitive model to represent and structure design knowledge. Prototypes incorporate an individual view of design in a synthetic and organizational model for a defined area of interest. They actively control and guide design processes in supporting the organizational concepts for solutions. The a+Tool implements these concepts on the basis of a modelling language. It provides a dynamic toolkit and user interface to support design as well as knowledge modelling.
series DDSS
last changed 2003/08/07 16:36

_id a293
authors Fargas, Josep
year 1993
title Design Mediums and Other Phenomena of First Generation CAD Practice
doi https://doi.org/10.52842/conf.acadia.1993.099
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 99-105
summary In the majority of architecture firms which use CAD tools, computer technology has been retrofitted to an existing traditional practice, with mixed results. I will addresses some of the more interesting phenomena which occur in first generation CAD practices of this type, taking as a case study one well- established firm in Barcelona which, after more than thirty years of a successful practice, has adopted computer technology to such an extent that it is now very difficult to find even an ink pen in their offices.

Less than three years after the introduction of its first computer workstation, the Barcelona office is fully computerized, from carrying out even basic design directly with computer technology, to developing inhouse software and maintaining an internet node via modem. This rapid adoption of the technology, although a relatively smooth one, was not free from strange side-effects. Because of the continuing involvement of a large part of the existing staff, the transition to computer aided design required the appearance of hybrid methodologies which are neither the traditional ones, nor what one might expect to find in the newly established CAD practice.

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

_id ee85
authors Fox, C. William
year 1993
title An Interactive Urban Database
doi https://doi.org/10.52842/conf.acadia.1993.069
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 69-75
summary This paper describes a development process and mechanism for transmitting academic research and information to the community and the profession, and attempts to examine the effect of the information on the community. It is about my recent work with students on the design and development of a prototype interactive electronic document for archiving and visualizing information on an urban area. The work reflects the initial phase of a three year research grant and is a prototype document of a pilot area. The design and visualization of information for this area will establish the primary organization and graphic user interface, for the entire project. The final document will provide community organizations and city agencies with an interactive tool for visualizing and evaluating neighborhood planning and design proposals.

series ACADIA
last changed 2022/06/07 07:51

_id ddss9214
id ddss9214
authors Friedman, A.
year 1993
title A decision-making process for choice of a flexible internal partition option in multi-unit housing using decision theory techniques
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary Recent demographic changes have increased the heterogeneity of user groups in the North American housing market. Smaller households (e.g. elderly, single parent) have non-traditional spatial requirements that cannot be accommodated within the conventional house layout. This has created renewed interest in Demountable/Flexible internal partition systems. However, the process by which designers decide which project or user groups are most suited for the use of these systems is quite often complex, non-linear, uncertain and dynamic, since the decisions involve natural processes and human values that are apparently random. The anonymity of users when mass housing projects are conceptualized, and the uncertainty as to the alternative to be selected by the user, given his/her constantly changing needs, are some contributing factors to this effect. Decision Theory techniques, not commonly used by architects, can facilitate the decision-making process through a systematic evaluation of alternatives by means of quantitative methods in order to reduce uncertainty in probabilistic events or in cases when data is insufficient. The author used Decision Theory in the selection of flexible partition systems. The study involved a multi-unit, privately initiated housing project in Montreal, Canada, where real site conditions and costs were used. In this paper, the author outlines the fundamentals of Decision Theory and demonstrates the use of Expected Monetary Value and Weighted Objective Analysis methods and their outcomes in the design of a Montreal housing project. The study showed that Decision Theory can be used as an effective tool in housing design once the designer knows how to collect basic data.
series DDSS
last changed 2003/08/07 16:36

_id 2979
authors Henry, D. and Furness, T.A.
year 1993
title Spatial Perception in Virtual Environments: Evaluating an Architectural Application
source IEEE Virtual Reality Annual International Symposium, 1993, Seattle
summary Over the last several years, professionals from many different fields have come to the Human Interface Technology Laboratory (H.I.T.L) to discover and learn about virtual environments. In general, they are impressed by their experiences and express the tremendous potential the tool has in their respective fields. But the potentials are always projected far in the future, and the tool remains just a concept. This is justifiable because the quality of the visual experience is so much less than what people are used to seeing; high definition television, breathtaking special cinematographic effects and photorealistic computer renderings. Instead, the models in virtual environments are very simple looking; they are made of small spaces, filled with simple or abstract looking objects of little color distinctions as seen through displays of noticeably low resolution and at an update rate which leaves much to be desired. Clearly, for most applications, the requirements of precision have not been met yet with virtual interfaces as they exist today. However, there are a few domains where the relatively low level of the technology could be perfectly appropriate. In general, these are applications which require that the information be presented in symbolic or representational form. Having studied architecture, I knew that there are moments during the early part of the design process when conceptual decisions are made which require precisely the simple and representative nature available in existing virtual environments.
series journal paper
last changed 2003/04/23 15:14

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