CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 204

_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 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 ddss9219
id ddss9219
authors Bourdakis, V. and Fellows, R.F.
year 1993
title A model appraising the performance of structural systems used in sports hall and swimming pool buildings in greece
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 selection of the best performing structural system (among steel, timber laminated, concrete, fabric tents) for medium span (30-50m) sports halls and swimming pools in Greece formed the impetus for this research. Decision-making concerning selection of the structural system is difficult in this sector of construction, as was explained in the "Long Span Structures" conference (November 1990, Athens. Greece). From the literature it has been found that most building appraisals end up at the level of data analysis and draw conclusions on the individual aspects they investigate. These approaches usually focus on a fraction of the problem, examining it very deeply and theoretically. Their drawback is loss of comprehensiveness and ability to draw conclusions on an overall level and consequently being applicable to the existing conditions. Research on an inclusive level is sparse. In this particular research project, an inclusive appraisal approach was adopted, leading to the identification of three main variables: resources, human-user-satisfaction, and technical. Consequently, this led to a combination of purely quantitative and qualitative data. Case studies were conducted on existing buildings in order to assess the actual performance of the various alternative structural systems. This paper presents the procedure followed for the identification of the research variables and the focus on the development of the model of quantification. The latter is of vital importance if the problem of incompatibility of data is to be solved, overall relation of findings is to be achieved and holistic conclusions are to be drawn.
series DDSS
last changed 2003/11/21 15:16

_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

_id 96a9
authors Mullet, Kevin and Sano, Darrell
year 1993
title Applying Visual Design: Trade Secrets for Elegant Interfaces Tutorials
source Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings 1993 p. 230
summary Objective: This tutorial is designed to increase the participant's awareness of visual and aesthetic issues and provide practical techniques (not guidelines) for achieving elegant user interfaces, information displays, and data visualisations. The emphasis is on avoiding a number of mistakes seen repeatedly in commercial products. Content: This tutorial will focus on the core competencies or "tricks of the trade" that all visual designers internalise as part of their basic training. The tutorial is organised not along the traditional graphic design specialisations, such as typography or colour, but according to the design goals and familiar problems of real-world product development. Specific content areas will include elegance and simplicity; scale, contrast and proportion; organisation and visual structure; module and programme; image and representation; and style. The communication-oriented design aesthetic seen in graphic design, industrial design, and architecture can be applied very successfully to graphical user interfaces, data displays, and multimedia. Design rules provided will be illustrated with extensive visual examples drawn from the international design communities as well as from the HCI domain.
series other
last changed 2002/07/07 16:01

_id 2c7b
authors Stenvert, Ronald
year 1993
title The Vector-drawing as a Means to Unravel Architectural Communication in the Past
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.q9a
summary Unlike in painting, in architecture one single person never controls the whole process between conception and realization of a building. Ideas of what the building will eventually look like, have to be conveyed from patron to the actual builders, by way of drawings. Generally the architect is the key-figure in this process of communication of visual ideas. Nowadays many architects design their new buildings by using computers and Computer-Aided (Architectural) Design programs like AutoCad and VersaCAD. Just like traditional drawings, all these computer drawings are in fact vector-drawings; a collection of geometrical primitives like lines, circle segments etc. identified by the coordinates of their end points. Vector-based computer programs can not only be used to design the future, but also as a means to unravel the architectural communication in the past. However, using the computer as an analyzing tool for a better comprehension of the past is not as simple as it seems. Historical data from the past are governed by unique features of date and place. The complexity of the past combined with the straightforwardness of the computer requires a pragmatic and basic approach in which the computer acts as a catalytic agent, enabling the scholar to arrive manually at his own - computer-assisted - conclusions. From this it turns out that only a limited number of projects of a morphological kind are suited to contribute to new knowledge, acquired by the close-reading of the information gained by way of meaningful abstraction. An important problem in this respect is how to obtain the right kind of architectural information. All four major elements of the building process - architect, design, drawing and realization - have their own different and gradually shifting interpretations in the past. This goes especially for the run-of-the-mill architecture which makes up the larger part of the historical urban environment. Starting with the architect, one has to realize that only a very limited part of mainstream architecture was designed by architects. In almost all other cases the role of the patron and the actual builder exceeds that of the architect, even to the extent that they designed buildings themselves. The position of design and drawing as means of communication also changed in the past. Until the middle of the nineteenth century drawings were not the chief means of communication between architects and builders, who got the gist of the design from a model, or, encountering problems, simply asked the architect or supervisor. From the nineteenth century onwards the use of drawings became more common, but almost never represented the building entirely "as built". In 1991 I published my Ph.D. thesis: Constructing the past: computerassisted architectural-historical research: the application of image-processing using the computer and Computer-Aided Design for the study of the urban environment, illustrated by the use of treatises in seventeenth-century architecture (Utrecht 1991). Here, a reconstruction of this historical communication process will be presented on the basis of a project studying the use of the Classical orders as prescribed in various architectural treatises, compared to the use of the orders in a specific group of still existing buildings in The Netherlands dating from the late sixteenth and entire seventeenth century. Comparisons were made by using vector-drawings. Both the illustrations in the the treatises and actual buildings were "translated" into computer-drawings and then analyzed.

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

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a0c6
authors Vanier, Dana J.
year 1993
title Minicode Generator: A Methodology to Extract Generic Building Codes
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 225-239
summary This paper describes work in progress. It summarizes the methodology for analyzing building codes and isolating generic building characteristics. These characteristics can be used by building code experts to markup code documents and subsequently by building code users to extract code provisions that apply to their projects. Although this methodology has been developed for the National Building Code of Canada, it can be applied to any model code and implemented on most computer platforms using off-the-shelf software. The paper outlines the scope of the research, the historical development, the problems encountered, and paradigms for markup and extraction of code provisions.
keywords Building Codes, Architecture, Engineering, Classification, Indexing
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 6637
authors Ward, D., Brown, A.G.P. and Horton, F.F.
year 1994
title A Design Assistant for Environmental Optimisation of Buildings
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 247
doi https://doi.org/10.52842/conf.ecaade.1994.x.u0s
summary The dual function of the Environmental Design Assistant which we have developed is to act firstly as a teaching aid and secondly as a design aid. In terms of it's role as a design assistant it is similar in nature to the application described by Papamichael, K, in Novitski, B. J. (1993). However, the work described here forms part of an overall strategy to develop a user friendly design assistant across the spectrum of Architectural design disciplines: this is one particular strand of the project. One aim embodied in the development of the environmental design assistant has been the pragmatic one of the production and refining of a tool to perform environmental assessments of buildings in accordance with the British recommendations made in BREEAM (Building Research Establishment Energy Assessment Method). In this respect the assistant allows for the consequences of design decisions to be readily assessed and then for those decisions to be modified. The Assistant has undergone a series of refinements to make it more user-friendly, efficient and appropriate as an Architectural design aid; and this has been the second aim of the project. The project has acted as a vehicle for the application of design principles applied to the presentation, information structuring and navigation associated with Hypermedia and Multimedia products. We are applying the kind of good design principles which have been summarised well by Schulmeister, R. (1994). These principles include Ariadne's Thread (paths for navigation), Lost in Hyperspace (backward navigation), More-than-browsing (interaction) and Tutoring (providing feedback to the user). Adoption of such principles is, we believe, essential in order to realise the potential of Hypermedia tools. The principal development tool for the work has been SuperCard. This has been used in conjunction with a range of other software including ArchiCad and Intellidraw and a range of image grabbing devices.

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

_id 7fe0
authors Castleman, Kenneth R.
year 1993
title Digital image processing
source California Institute of Technologie
summary Digital image processing has experienced explosive growth over the past two decades. Public awareness has increased by way of video games, digital video special effects used in the entertainement industry, as well as articles in the mainstream press. However, the most significant impact of digital image processing in the 90s will be in the area of applications of real world problems. To help readers keep pace, author Kenneth R. Castleman concentrates on those techniques that have proven most useful in practice. Part I presents several important concepts that can be developed without detailed mathematical analysis for a basic understanding. Part II addresses techniques that rely more on mathematics and eaborates analytically on certain concepts introduced in Part I. Part III covers specific application aread that are particularly in industry, science, and medicine. Contents: Preface; Images and Digital Processing; Digitizing Images; Digital Image Display; Image Processing Software; The Gray Level Histogram; Point Operations; Algebraic Operations; Geometric Operations; Filter Design; Wavelet Transformations; Image Restorations; Image Compression; Three Dimensional Image Processing; Appendices; Index.
series other
last changed 2003/04/23 15:14

_id 37b2
authors Johansson, P.
year 2000
title Case-Based Structural Design - using weakly structured product and process information
source Chalmers University of Technology, Division of Steel and Timber Structures, Publ. S 00:7, Göteborg
summary Empirical knowledge plays a significant role in the human reasoning process. Previous experiences help in understanding new situations and in finding solutions to new problems. Experience is used when performing different tasks, both those of routine character and those that require specific skill. This is also the case for structural designers. Over 50% of the work done by the designer on a day-to-day basis is routine design that consists of modifying past designs (Moore 1993). That is, most of the design problems that the designer solves have been solved before, in many cases over and over again. In recent years, researchers have started to study if cases (information about specific problem-solving experiences) could be used as a representation of experiential knowledge. Making use of past experience in the form of cases is commonly known as Case-Based Reasoning (CBR). A requirement for Case-Based Design (Case-Based Reasoning applied in design) to be successful is that the design information is computerized. One information type used in structural design that is starting to become computerized is the one in design calculation documents. Such information is weakly structured (which holds for much of the information representing experience) and it contains both product and process information. In this thesis it is shown how the weak structure of this information can be used to subdivide it into components, which in turn makes it possible to apply the object-oriented abstraction principles also to this kind of information. It is also shown how the detailed design process can be represented and how this representation can facilitate automatic acquisition, retrieval of relevant old design information, and adaptation of this information. Two prototypes BridgeBase and ARCADE have been developed, where the principles described above are applied. Using ARCADE, the more general of these two prototypes, it is presented how information in computerized design calculation documents, gathered from real projects, can serve as containers and carriers for both project information and experience. The experience from the two prototypes shows that Case-Based Design can be usable as a tool for structural engineers.
series other
last changed 2003/04/23 15:14

_id 86dc
authors Aouad, G., and Price, A.D.F.
year 1993
title An integrated system to aid the planning of concrete structures: introducing the system
source The Int. Journal of Construction IT1(2), pp.1-14
summary This paper reports on the development at Loughborough University of a CAD-based integrated model to aid the planning of in-situ concrete structures. The system development started after a review of the planning models currently available and after a detailed questionnaire survey undertaken amongst the top UK and US contractors on the current status of planning techniques and information technology. The main aim of this system is to automate the planning process of in-situ concrete structures using data generated by CAD systems. So far, the integration of a CAD system (AutoCAD 10) and a computerized scheduling system (Artemis 2000) has been achieved on a typical IBM-PC. This enables the generation of network plans using AutoCAD which are then automatically transferred to the Artemis system for time and cost analyses.Traditionally, construction planners are faced with many conventional drawings and documents which are used to re-extract information relevant to their planning processes. Such an approach can be very inefficient as it involves data double-handling and is often error prone. In addition, current computerized construction planning applications are little more than the automation of manual formulations of plans. For example, data are fed into the planning system and computations are performed using either CPM (Critical Path Method) or PERT (Programme Evaluation and Review Technique). However, data relating to the planning process such as activity lists, resources requirements and durations are not automatically generated within the system. It would thus seem logical to devise a CAD-based integrated planning model which accepts data in its electronic format and involves some integration of the traditional planning approach. This paper introduces the proposed CAD-based integrated planning model and describes its different components. In addition, it discusses the system functional specifications and summarizes the main benefits and limitations of such a model.
series journal paper
last changed 2003/05/15 21:45

_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 ca14
authors Gavin, Lesley
year 1993
title Generative Modelling and Electronic Lego
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.q8a
summary This paper shows work exemplifying the further extent of computer capabilities in the field of design. The work stems from a belief that for computers to be used effectively within the architectural profession their utility must stretch far beyond the process of description of geometric data, but be incorporated in the fundamental roots of design: that of conceptual design. Computers can be used to access the knowledge we have and then formulate this knowledge into a working language of design. Computers can be used to generate space and form in accordance with any relationship the designer may choose to set. This allows them to be used from the very conception of design. It is only by working from the very beginning, the very basis of the design of a building that we can fully develop the integration of computers in the construction industry. The work undertaken sets out primarily to explore one of the ways computers could be used in the field of architectural design. In recognition that an important byproduct of any design search is the enhanced understanding of the problem itself, the work was directed towards a particular project. This allowed each stage of thought to be to be considered as it arose and subsequently incorporated into the design model. The work does not attempt to automise the design process but simply tries to explore some of the opportunities offered by computers and see if they can be easily incorporated into the design process offering design solutions that may not otherwise have been considered. The exploration resulted in a simple design process model that incorporates the more accessible and useful aspects of computer technology.
keywords Generative Modelling, Rule Based Form, Random Factors, Shape Grammars
series eCAADe
email
last changed 2022/06/07 07:50

_id 2608
authors Hartman, Jan B.
year 1993
title Application of Endoscopy in Road–Design
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. 109-116
summary Within the Dutch Ministry of Transport a special Division on Transport and Traffic Research is occupied with all aspects concerning mobility and traffic safety on a national level. Research and advice on the quality of the road–infrastructure is one of the main topics. For road–design a set of very detailed guidelines have been developed. Construction and reconstruction of parts of the high–way–network are tested against these guidelines. In this matter the actual road–user takes a central place. In the design–phase of a project on road-infrastructure contributions of a number of experts are taken into account. Expert–opinions on elements of the road–design result in a overall road–design. The road–scene of the overall–design is tested against visual requirements for safe driving, from a drivers point of view. Goal is to give advice on improvement of the visual quality of the road design. Research in this field is now carried out by Grontmij Consulting Engineers, mainly under authority of the Ministry of Transport. Key–word is Improvement of Quality. Who is going to notice? Who will benefit from it? Of course it is a comforting thought for road–owners and designers to know they won’t have to be ashamed for what they have come up with. Primary goal is that ‘We the people’ are provided with a high–standard road infrastructure. The road–scene research section studies the quality of the visual information as presented to the roadusers. We try to create visual circumstances in which drivers will be able to perform their driving task is a proper way. When the visual representation in the brain differs from reality, you have a serious problem. A traffic safety problem, with casualties and fatalities. A burden for society, financially and emotionally.

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

_id ddss9218
id ddss9218
authors Hensen, J.L.M.
year 1993
title Design support via simulation of building and plant thermal interaction
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 Design decision support related to building energy consumption and/or indoor climate should be based on an integral approach to the environment, the building, heating, ventilating and air-conditioning (HVAC) system, and the occupants. The tools to achieve this are now available in the form of computer simulation systems which treat the building and plant as an integrated dynamic system. Although its potentials reach beyond the area of Computer Aided Building Design, the paper describes building and plant energy simulation within the context of CABD, design decision support and design evaluation. Currently, computer simulation is only used indirectly as a design decision support mechanism; that is, its power is not delivered very efficiently to the design profession. This paper suggests some future research directions. These are aimed at providing a mechanism to overcome this problem by developing an intelligent front end' which bridges the gap between sophisticated computer simulation tools and the design profession.
series DDSS
last changed 2003/08/07 16:36

_id 60c9
authors Laurel, B.
year 1993
title Computer as Theatre
source Addison-Wesley Publishing Company
summary I used Aristotelian poetics as a way to look at how plays in particular are made and constructed and to figure out what their parts are and how they work together. So some of the ways, in which there is a relationship, is the idea of action as being the primary element of a play. Often in the old days in particular working with the computer we did not think of the user taking action or getting something done. We thought of the computer presenting information. In the early days it felt much more like television. The idea of taking action and make choices is a very important one in understanding the deepest potential of interactivity. That said I could have based that book on a dramatic theory of Bertolt Brecht for example. There are other consistent, systematic theories of drama you could use to model and interact the system. The only reason I checked Aristotelian poetics is because it seemed so fundamental to me.
series other
last changed 2003/04/23 15:14

_id eaea2005_199
id eaea2005_199
authors Martens, Bob
year 2006
title Dissemination of knowledge in architectural endoscopy
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 199-206
summary The first EAEA conference was hosted 1993 in Tampere (Finland) and subsequently a further six conferences have taken place. Future conferences are already pre-scheduled and a steadily rising number of papers has been written. So far, the conference proceedings have been published in a paperbased format and, as these were published in small numbers, it is rather hard to take stock of preceding entries. However, the published proceedings can be regarded as capital for the EAEA-Association and it is both necessary and worthwhile to preserve this collective memory by means of an archived e-collection. At the time of the formation of the EAEA, electronic publishing was not yet widely used. Since then, computerbased infrastructure and related (web-based) software tools have become widely available. There is even an ongoing debate within the associations dedicated to electronic publishing, as to whether conference proceedings should be solely distributed in a digital format. Doubtless, a discussion towards the value of electronic publication output in the framework of research assessments etc. would be a step too far for this paper. Still, a dual strategy for the EAEA could be aiming at the production of a limited number of paperbased copies, which would mainly be distributed to the conference participants (and the remaining part being made available resp. free library copies to make this output more visible). However, the high commercial interest derived by financial revenues is not given and dissemination by digital means is far more in the interest of both the participants and the EAEA-association. Today, the creation of an electronic version of the conference proceedings costs very little extra. In both cases (analogue and digital) the materials should not only be “deposited” on the desktop of individuals, but also be capable of reaching more public destinations. As the conference host is changing biennially, it has to be confirmed that the hosting institution will handle the delivery of metadata. Local printing houses arrange the printing work, and no further interests (concerning copyright, revenues etc) from the side of publishing houses are in charge. The import of the provided metadata is supported by way of self-organisation on a shoestring budget, as it does not require extensive work if properly defined. This means that minimal effort is needed to make the material available and to achieve a certain level of sustainability.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 5fdc
authors Reber, A.S.
year 1993
title Implicit Learning and Tacit Knowledge: An Essay on the Cognitive Unconscious
source New York: Oxford University Press
summary In this new volume in the Oxford Psychology Series, the author presents a highly readable account of the cognitive unconscious, focusing in particular on the problem of implicit learning. Implicit learning is defined as the acquisition of knowledge that takes place independently of the conscious attempts to learn and largely in the absence of explicit knowledge about what was acquired. One of the core assumptions of this argument is that implicit learning is a fundamental, "root" process, one that lies at the very heart of the adaptive behavioral repertoire of every complex organism. The author's goals are to outline the essential features of implicit learning that have emerged from the many studies that have been carried out in a variety of experimental laboratories over the past several decades; to present the various alternative perspectives on this issue that have been proposed by other researchers and to try to accommodate these views with his own; to structure the literature so that it can be seen in the context of standard heuristics of evolutionary biology; to present the material within a functionalist approach and to try to show why the experimental data should be seen as entailing particular epistemological perspectives; and to present implicit processing as encompassing a general and ubiquitous set of operations that have wide currency and several possible applications. Chapter 1 begins with the core problem under consideration in this book, a characterization of "implicit learning" as it has come to be used in the literature. Reber puts this seemingly specialized topic into a general framework and suggests a theoretical model based on standard heuristics of evolutionary biology. In his account, Reber weaves a capsule history of interest in and work on the cognitive unconscious. Chapter 2 turns to a detailed overview of the experimental work on the acquisition of implicit knowledge, which currently is of great interest. Chapter 3 develops the evolutionary model within which one can see learning and cognition as richly intertwining issues and not as two distinct fields with one dominating the other. Finally, Chapter 4 explores a variety of entailments and speculations concerning implicit cognitive processes and their general role in the larger scope of human performance
series other
last changed 2003/04/23 15:14

_id 87d2
authors Serrano, J.G., Coll, J., Melero, J.C. and Burry, Mark
year 1993
title The Need to Step Beyond Conventional Architectural Software
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.v0u
summary The Sagrada Familia Church has appointed two groups of consultants to assist the translation of Gaudi's 1:10 scaled models of the nave into coherent information from which to build. One team has been undertaking the static analysis of the nave roof vault structure and the other the study of the complexities of Gaudi's composition in order to provide full-scale production templates and models for the walls. Both teams had begun using the same basic CAD package and both have had to move onto high-end and very expensive solid-modelling software normally used by mechanical engineers and vehicle designers. Both groups are collaborating together with different accents despite an improbable geographical separation. The original problem, one of intersecting ruled-surfaces accurately to reflect the geometries of the surviving fragments of the original models, has led to surprising possibilities which were not anticipated at the outset. Currently the potential of parametric variation and associative geometries are being investigated as a mirror for some of the intuitive design process and finite element analysis is being considered as a means of interactively analysing the structural implications for each study. The software being used also has a powerful ray-tracing module; rather than being simply a tool to produce eye-catching 'realistic' renderings it has proved to be invaluable in allowing the computer user to understand the spatial complexities of the components being studied. This paper discusses the merits of an architecture so demanding (despite having been designed at the beginning of this century) that it requires the most costly equipment in today's market and it will consider the proposition that in ordinary circumstances, an architecture too complex to be described using basic CAD tools is an architecture beyond our reach. The interdisciplinary nature of the diverse and powerful modules within the software referred to will be used to contest this proposition using the presence of both teams in schools of architecture as evidence.
series eCAADe
last changed 2022/06/07 07:50

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