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 356

_id ddss9452
id ddss9452
authors Koutamanis, Alexander
year 1994
title Recognition and Retrieval in Visual Architectural Databases
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The development of visual architectural databases is heavily constrained by two technically, practically and conceptually intricate problems, input and retrieval. Input of visual images indifferent forms and from a variety of sources results into computer documents which can only be reproduced and disseminated. Any other use requires extensive annotation of the images with respect to indexing terms and other conceptual structures that make the images identifiable. The bulk of even modest visual databases and the complexity of the images and of the conceptual schemes means that interactive processing is labour-intensive and unreliable. Retrieval also relies on the same processes of annotation and indexing, which make possible the correlation of database contents with user queries. The paper presents the potential of automated recognition for inputting architectural floor plans into visual databases. An optically digitized image is segmented and each segment recognized as an instance of a building element (wall, door, window, etc.). The array ofrecognized elements is then controlled for recognition and segmentation errors. Further processing allows identification of spaces in the floor plan and of their interrelationships. The output of the process is a symbolic array that is much more compact than the original pixel array and also amenable to abstract and /or specific user queries, such as "How many doors are there in the floorplan" or "Which floor plans contain a double loaded corridor". These queries can be input verbally or graphically. Identification of building and spatial elements in a floor plan also allows use of vocabulary control in retrieval: user queries are checked against a thesaurus of architectural terms for accuracy and precision. The user is then presented with options for the improvement of the query before proceeding with identifying relevant entries in the database. Use ofvocabulary control as a search intermediary improves performance and reduces user frustration by making explicit the relevance of a query.
series DDSS
last changed 2003/08/07 16:36

_id eb5f
authors Al-Sallal, Khaled A. and Degelman, Larry 0.
year 1994
title A Hypermedia Model for Supporting Energy Design in Buildings
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 39-49
doi https://doi.org/10.52842/conf.acadia.1994.039
summary Several studies have discussed the limitations of the available CAAD tools and have proposed solutions [Brown and Novitski 1987, Brown 1990, Degelman and Kim 1988, Schuman et al 1988]. The lack of integration between the different tasks that these programs address and the design process is a major problem. Schuman et al [1988] argued that in architectural design many issues must be considered simultaneously before the synthesis of a final product can take place. Studies by Brown and Novitski [1987] and Brown [1990] discussed the difficulties involved with integrating technical considerations in the creative architectural process. One aspect of the problem is the neglect of technical factors during the initial phase of the design that, as the authors argued, results from changing the work environment and the laborious nature of the design process. Many of the current programs require the user to input a great deal of numerical values that are needed for the energy analysis. Although there are some programs that attempt to assist the user by setting default values, these programs distract the user with their extensive arrays of data. The appropriate design tool is the one that helps the user to easily view the principal components of the building design and specify their behaviors and interactions. Data abstraction and information parsimony are the key concepts in developing a successful design tool. Three different approaches for developing an appropriate CAAD tool were found in the literature. Although there are several similarities among them, each is unique in solving certain aspects of the problem. Brown and Novitski [1987] emphasize the learning factor of the tool as well as its highly graphical user interface. Degelman and Kim [1988] emphasize knowledge acquisition and the provision of simulation modules. The Windows and Daylighting Group of Lawrence Berkeley Laboratory (LBL) emphasizes the dynamic structuring of information, the intelligent linking of data, the integrity of the different issues of design and the design process, and the extensive use of images [Schuman et al 19881, these attributes incidentally define the word hypermedia. The LBL model, which uses hypermedia, seems to be the more promising direction for this type of research. However, there is still a need to establish a new model that integrates all aspects of the problem. The areas in which the present research departs from the LBL model can be listed as follows: it acknowledges the necessity of regarding the user as the center of the CAAD tool design, it develops a model that is based on one of the high level theories of human-computer interaction, and it develops a prototype tool that conforms to the model.

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

_id 2638
authors Choi, Jin Won
year 1994
title ArchiWAIS: A Multimedia-Based Architectural Information System for Teaching and Learning Architectural History and Theory
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 161-169
doi https://doi.org/10.52842/conf.acadia.1994.161
summary Currently, there is a debate among architectural educators regarding the use of computers in the curricula. At present, computers are used for design purposes, and there is limited use in other areas of the curricula. This paper explores an instructional tool developed specifically for the teaching and learning of architectural history and theory, and since these courses are main components of any architectural curricula, using this tool can have a great impact on architectural education in general. The tool, called ArchiWAIS, is a multimedia-based architectural information system that utilizes emerging computer technologies such as multimedia, hypermedia, and telecommunications. As a multimedia system ArchiWAIS provides effective ways of handling various architectural media-text, images, architectural drawings and diagrams, three-dimensional models, animation and sound. ArchiWAIS as a distributed hypermedia system also provides multiple ways to search multimedia databases and browse through multimedia. ArchiWAIS is a WAIS (Wide-Area Information Server) client and has access to architectural databases specially constructed for this experimental project as well as general WAIS databases. ArchiWAIS is one of two subsystems of ArchiTOUR, an educational system currently under development. While ArchiWAIS searches and collects a variety of architectural information, HyperTOUR, the other subsystem of ArchiTOUR, can be used for presenting and learning a specific subject in architectural history and theory. A future extension of ArchiTOUR will be the integration of other curricula into the system, in essence, creating a common ground among architectural courses.
series ACADIA
last changed 2022/06/07 07:56

_id ddss9422
id ddss9422
authors Daru, Roel and Snijder, Philip
year 1994
title Sketch-Trigger: A Specification for a Form Generator and Design Analysis Toolbox for Architectural Sketching
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In order to develop design and decision support techniques in the early sketch design phases, weshould (1) experience and (2) observe real behaviour in practice, (3) transform observations intoideas for improvement, (4) develop behaviour models to explain the sketch design activities and(5) to evaluate between the proposals, (6) decide between the alternatives, (7) implement theselected option in a supporting tool. Our paper reports about the results of step 3 in particular inthe first phase of a Ph D project, started this year. Our main objective is to amplify the effects ofthe sketch as a very effective instrument to generate original forms and to stimulate the mind to discover new shapes and meanings in the roughly sketched patterns. Instead of considering the sketch only as a representation of what the designer has in mind as is usually assumed in CAD systems, we see sketching as form activation. Thus, we want also to offer triggering images to spark off the imagination of the designer while generating images which are practically impossibleto create by hand and certainly not at short notice. The main improvement proposed is the use of an evolutionary form breeding system: one or more sketched parent images (either ready-made'partis' or basic schemes drafted by the designer) presented in the centre of the screen, will generate surrounding mutated children as defined at random but constrained by default or customization of the available transformations. By selecting one or more children a next generation will be produced in the same way. At all times the designer can introduce or reduce constraints. To complete the usually offered 'classical' symmetrical, spatial and logical operations,we want to introduce dis-functional operations like dislocation, explosion, deformation, anti-logic etc, in short all kinds of antagonistic operations, among them the transformations applied indeconstructionist and post-modern design. Our expectation is that these operations will correspond roughly to the 'move' pertaining to a design entity as the operational unit most appropriate for design behaviour research, in particular the analysis of the chunking and parsing behaviour of the designer. The applicability of the 'move' approach has been shown experimentally by Habraken and others. Goldschmidt has abandoned the usual typology approach of protocolanalysis based on moves and concentrated on the linking of moves, but has been hampered by the lack of a good representational instrument. This brings us to the representation of moves and linkages as a research instrument. The 'linkograph' approach as proposed by Goldschmidt is a first step towards a graphical representation of the designers associative reasoning mode, necessary for tracking the heuristics of designers at the most basic level, but its practical implementation remained as yet incredibly laborious. What is proposed here is an instrument and approach which makes such registration and analysis possible within a structured software environment.
series DDSS
email
last changed 2003/08/07 16:36

_id 27b5
authors Dießenbacher, Claus and Rank, Ernst
year 1995
title A Multimedia Archaeological Museum
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. 13-20
doi https://doi.org/10.52842/conf.ecaade.1995.013
summary This paper will present a project, which was first initiated in 1994 as a graduate students seminar and is now being continued as a research project in a cooperation of computer scientists, architects and archaeologists. An ancient roman city (Colonia Ulpia Traiana near todays Xanten in Germany) has been reconstructed, using various levels of abstraction. On the coarsest level, a 3D-model of the whole city was established, distinguishing between different historical periods of the city. The second level picks places of special interest (temples, the forum, the amphitheater, the townbaths etc.) and reconstructs these buildings or groups of buildings. On the finest level important interior parts or functional details like the Hypocaustae in the town-baths are modelled. All reconstructions are oriented as close as possible to results from excavations or other available documents. All levels of the 3D-model have been visualized using photorealistic images and sequences of video animations. The 3D model is integrated into a multimedia environment, augmenting the visualization elements with plans of the city and individual buildings and with text documents. It is intended, that parts of the outlined system will be available at the site of the ancient city, where today a large public archaeological park is located.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_2.htm
last changed 2022/06/07 07:55

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 778e
authors Gann, D.
year 1994
title Archaeological Site Reconstruction With AutoDesk's 3D Studio
source CSA Newsletter Vol 7:3 Nov 1994
summary 3D Studio is an IBM-compatible computer modeling program that enables users to create three-dimensional renderings of a variety of objects. In its ability to import a wide variety of maps and other images, 3D Studio allows for the realistic rendering of models created within AutoCAD or other 3D CAD packages. Over the past year, the Homol'ovi research program has been utilizing this software to create near photo-realistic renderings of conjectural site models. My own interests in three-dimensional computer modeling developed out of work at the site of Homol'ovi IV, a 150-room pueblo site located near Winslow, Arizona. The site was situated upon a steep 30-meter bluff with a bedrock cap. Approximately 24 rooms were located on top of the bedrock cap, with another 125 rooms situated on the slope of the butte. During the 1989 field season five structures were excavated, while a separate crew worked clearing and mapping the tops of walls. Mapping was accomplished with a Topcon EDM/theodolite station, and a standard map was created from this process. (See Fig. 3.) While the map was sufficient to show the general layout of the site, I remained unsatisfied; a 2D plan view simply did not convey the vertical dimension of the pueblo. At this point the Homol'ovi Research Program purchased a copy of AutoCAD in order to begin exploring three-dimensional mapping and modeling.
series other
last changed 2003/04/23 15:50

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_id ddss9444
id ddss9444
authors Hill, Shauna and Streilein, André
year 1994
title Architectural Photogrammetry & Knowledge-Base Systems Record & Redevelopment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In redevelopment projects, the purpose of heritage recording is part of an investigative process to achieve understanding about structures so that designers can make the appropriate design decisions. It is desirable to integrate the knowledge of the recording and documentation specialist, who has first-hand knowledge of the building, with the interpretative process of evaluating the building information and making design decisions. New developments in the fields of photogram-metric recording and computer science has led to improved "image understanding". This paper describes research that is the result of exploring the concept of integrating new digital photogram-metric recording processes with an automated expert evaluation tool. The goal of this research is to expedite the acquisition of heritage building information for use by a knowledge-based system capable of providing the designer with building performance evaluations. Photogrammetry records all data as a series of three-dimensional coordinates which make it a natural partner for today's three-dimensional CAD systems. Generating a three-dimensional model of architecturally significant physical forms and details can provide a basis for evaluation, understanding, education, and design. The purpose of knowledge-based systems in construction is to enhance the decision-making process with specialized knowledge and experience. The linkage of CAD databases with knowledge-based systems provides a source of input data, such as a three-dimensional model, significant to a particular problem. This research is a collaborative effort between two groups, the Swiss Federal Institute of Technology in Zurich Switzerland, and the University of Manitoba in Winnipeg, Canada.
series DDSS
last changed 2003/08/07 16:36

_id ddss9445
id ddss9445
authors Hillier, B., Penn, A., Dalton, N., Chapman, D. and Redfern, F.
year 1994
title Graphical Knowledge Interfaces: The Extensive and Intensive Useof Precedent Data Bases in Architecture and Urban Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Space syntax' is a family of techniques for the analysis of architectural and urban space which can be used both in research and design mode. This means, for example, that a redevelopment area in an urban context can be researched using space syntax models which can then be turned round and used as the basis for design idea of a 'graphical knowledge interface' (GM) is a further development of this in feeding research into design. It starts from the important role that the analysis and comparison of 'precedents', that is, cases with some similarity of the design problem in hand, often play in design. In a GM, 'precedents' which have already been researched using the space syntax methodology and which are relevant to a particular design problem - say a set of urban areas or a set of housing estates - can be brought into the modelling technique, so that the designer has on hand not simply a space syntax model of the problem in hand but an intelligent 'precedent' in the form of graphical and statistical representations which can be manipulated and interrogated during the design process, in much the same way as discussion of precedent are currently brought into design but with much more complex data and much more powerful theoretical tools. GM can be used as intensive mode, in which many different kinds of data - say on land uses, rents, or crime rates - are added to the model of an area, or in extensive mode where the emphasis is on comparing, say, the structures of a large number of urban areas. The GM will be illustrated through a worked example of a recent major urban design project in which the team has participated.
series DDSS
email
last changed 2003/08/07 16:36

_id ecaade2021_103
id ecaade2021_103
authors Hussein, Hussein E. M., Agkathidis, Asterios and Kronenburg, Robert
year 2021
title Towards a Free-form Transformable Structure - A critical review for the attempts of developing reconfigurable structures that can deliver variable free-form geometries
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 381-390
doi https://doi.org/10.52842/conf.ecaade.2021.2.381
summary In continuation of our previous research (Hussein, et al., 2017), this paper examines the kinetic transformable spatial-bar structures that can alter their forms from any free-form geometry to another, which can be named as Free-form transformable structures (FFTS). Since 1994, some precedents have been proposed FFTS for many applications such as controlling solar gain, providing interactive kinetic forms, and control the users' movement within architectural/urban spaces. This research includes a comparative analysis and a critical review of eight FFTS precedents, which revealed some design and technical considerations, issues, and design and evaluation challenges due to the FFTS ability to deliver infinite unpredictable form variations. Additionally, this research presents our novel algorithmic framework to design and evaluate the infinite form variations of FFTS and an actuated prototype that achieved the required movement. The findings of this study revealed some significant design and technical challenges and limitations that require further research work.
keywords Kinetic transformable structures; finite element analysis; form-finding; deployable structures; Grasshopper 3D; Karamba 3D
series eCAADe
email
last changed 2022/06/07 07:50

_id 8fb2
id 8fb2
authors McCall, Raymond, Bennett, Patrick and Johnson, Erik
year 1994
title An Overview of the PHIDIAS II HyperCAD System
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 63-74
doi https://doi.org/10.52842/conf.acadia.1994.063
summary The PHIDIAS II HyperCAD system combines the functionality of CAD graphics, hypermedia, database management and knowledge-based computation in a single, highly integrated design environment. The CAD functionality includes both 3-D and 2-D vector graphics. The hypermedia includes support for text, raster images, video and sound. The database management enables persistent storage and interlinking of large collections of text, images, video, sound and vector graphics, i.e., thousands of vector graphic objects and drawings in a single database. Retrieval is provided both through use of "associative indexing" based on hyperlinks and through use of an advanced query language. The knowledge- based computation includes both inference and knowledgebased critiquing.

A highly unusual feature of PHIDIAS II is that it implements all of its functions using only hypermedia mechanisms. Complex vector graphic drawings and objects are represented as composite hypermedia nodes. Inference and critiquing are implemented through use of what are known as virtual structures [Halasz 1988], including virtual links and virtual nodes. These nodes and links are dynamic (computed) rather than static (constant). They are defined as expressions in the same language used for queries and are computed at display time. The implementation of different kinds of functions using a common set of mechanisms makes it easy to use them in combination, thus further augmenting the system's functionality.

PHIDIAS supports design by informing architects as they develop a solution's form. The idea is thus not to make the design process faster or cheaper but rather to improve the quality of the things designed. We believe that architects can create better buildings for their users if they have better information. This includes information about buildings of given types, user populations, historical and modern precedents, local site and climate conditions, the urban and natural context and its historical development, as well as local, state and federal regulations.

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

_id ddss9468
id ddss9468
authors Mustoe, I. and Bridges, A.
year 1994
title An Intelligent Architectural Design Resource
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary With the development of optical disc technology very large resources of visual material are becoming available to designers. For example, the School of Architecture at University College Dublin has compiled a 30 cm Phillips Laser vision disc containing some 20,000 images of buildings from all parts of Europe. Conventional methods of accessing such large bodies of information tend to be based on formal query languages and are unsuitable for designers searching design precedents or other forms of inspiration. Conventional expert systems, based on deductive inference engines, are equally unsuitable. The difficulty stems from design being an exploratory rather than deductive process. The paper describes a novel type of pattern matching expert system, referred to as "image", which has been developed to provide a method of search which is more appropriate to designers. By the use of image, designers can make meaningful but non-deductive connections between their attitudes towards design and the contents of an optical disc. The bit-string manipulation algorithm underlying image is explained and an example of the use of the system in controlling the Dublin disc is also described.
series DDSS
email
last changed 2003/08/07 16:36

_id 5c68
authors Peng, C.
year 1994
title Exploring communication in collaborative design: co-operative architectural modelling
source Design Studies Vol 15 No 1 January 1994, pp. 19-44
summary An exploration of communication in collaborative design from the perspective of co-operative architectural modelling is reported. The objectives and problems of communication in collaborative design are described and anaysed by viewing design as, basically, disciplines of modelling complex objects. Three cases of teamwork in architectural modelling are studied, each demonstrating a rich and informative approach to collaboration. Looking at the cases from the co-operative modelling perspective, important conditions for communication are observed: firstly, the participation and co-ordination among heterogeneous systems of representation and action that individual members of a design team work with; and secondly, the interconnection between common goals shared by all participants and domain-oriented goals pursued by individuals. In exploring how the conditions were met, it was found useful to characterize communication in terms of the inter-relations between common images and distributed design developments. Two generic patterns of communication in collaborative design were found, which suggest two alternative conceptual frameworks for developing computational representations.
series journal paper
last changed 2003/04/23 15:14

_id ddss9476
id ddss9476
authors Porada, Mikhael and Porada, Sabine
year 1994
title "To See Ideas" or The Visualizing of Programmatic Data Reading Examples in Architecture and Town Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Whether images are still in the mind, metaphors, sketches or icons, they play a crucial role. They have always been the heuristic pivot around which the process of artefact design organizes itself, particularly in architecture and town-planning. "To see ideas" through computer ideograms is to experiment an interesting and new direction for "pictural approach" supported design. Cognitive psychology emphasizes the important part played by mental images in reasoning, imagination in the working of human intelligence and the construction of mental images as cognitive factors underlying reasoning. It also points out how close computerized objects and mental schemata are. "To reason over a situation is first to remember or build some mental models of this situation; second to make those models work or simulate them in order to observe what would happen in different circumstances and then verify whether they fit the experiment data; third to select the best model, a tool meant to sustain and amplify the elaboration of mental models, which is a spontaneous activity". We introduce our exploration of the direct transmission of mental models through computer ideograms. We study the "operative" and the "expressive" aspects, and this allows us to analyze how some aspects in a field of knowledge are represented by ideograms, schemata, icons, etc. Aid to imagination, reasoning and communication by means of a graphic language must be limited to some figurative relevant aspects of the domain considered; it should not aim at a realistic simulation. Therefore, the important role played by icons and the spatial schematic representation of knowledge is emphasized. Our hypothesis is that an architectural concept does not result from an inductive process, but rather is built to solve problems through the direct representation of ideas with ideograms. An experiment was conducted with a graphic language, a dynamic scenography and actor-objects. The language allows one to build and visualize models from the various domains of knowledge of the object. The dynamic scenography can explore and simulate kinetically those models by means of staging various narrations and visual scenarios. The actor-objects play various and complementary parts in order to make the image explicit and link it with the concept. We distinguish between two parallel levels of reality in computer ideographics: one concerns the model, it represents the visualization of a graphic model at a particular moment and according to a particular representation, the other concerns the ideogram.
series DDSS
last changed 2003/08/07 16:36

_id 4f13
authors Ronchi, Alfredo M.
year 1994
title A Brief History of CAAD in Italy
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, p. 227
doi https://doi.org/10.52842/conf.ecaade.1994.x.f3n
summary Twenty years of revolution, from the middle '70 to the middle '90. Many things have changed since the origins of computer graphics and computer aided design in architecture. We started teaching drafting on terminals which connected to mini computers, complex procedures or sets of graphics libraries working with keywords, vectors and storage screens. The next step was devoted to the discovery of workstations in the early '80's, where the user sat face on to the whole power of a multitasking system. At that time to use up to 16 time sharing processes running on the same work station seemed to have no practical use at all. Fortunately someone (ie Xerox PARC laboratories) at the same time started to develop the so-called GUI. Graphical user interface started a revolution in human/machine interface (ie Smalltalk). The desktop metaphor, the use of multiple windows and dialogues joined with icons and pop up menus let the user manage more applications and, even more important, created a standard in application/user interface (CUA). In the meantime focus had moved from hardware to software, systems being chosen from the software running. The true revolution we have seen starting from that base and involving an ever increasing number of users was the birth of PC based applications for CAAD. Generally speaking nowadays there are three main technologies concerning teaching: communication, multimedia and virtual reality. The first is the real base for future revolution. In the recent past we have started to learn how to manage information by computers. Now we can start to communicate and share information all over the world in real time. The new age opened by fax, followed by personal communication systems and networks is the entry point for a real revolution. We can work in the virtual office, meet in virtual space and cooperate in workgroups. ATM and ISDN based teleconferencing will provide a real working tool for many. The ever increasing number of e-mail addresses and network connections is carrying us towards the so called 'global village'. The future merger between personal digital assistant and personal communication will be fascinating. Multi & HyperMedia technology is, like a part of VR, a powerful way to share and transfer information in a structured form. We do not need to put things in a serial form removing links because we can transfer knowledge as is. Another interesting and fundamental aspect typical of VR applications is the capability to change cognitive processes from secondary (symbolic - reconstructive) to primary (perceptive - motory). In this way we can learn by direct experience, by experiment as opposed to reading books. All these things will affect not only ways of working but also ways of studying and teaching. Digital communications, multimedia and VR will help students, multimedia titles will provide different kinds of information directly at home using text, images, video clips and sounds. Obviously all those things will not substitute human relationship as a multimedia title does not compete against a book but it helps.

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

_id aca9
authors Saund, E. and Moran, T.P.
year 1994
title A Perceptually- Supported Sketch Editor
source Proc. UIST 94, Marina del Rey, CA 175-184
summary The human visual system makes a great deal more of images than the elemental marks on a surface. In the course of viewing, creating, or editing a picture, we actively construct a host of visual structures and relationships as components of sensible interpretations. This paper shows how some of these computational processes can be incorporated into peneptuallysupported image editing tools, enabling machines to better engage users at the level of their own percepts. We focus on the domain of freehand sketch editors, such as an electronic whiteboard application for a pen-based computer. By using computer vision techniques to perform covert recognition of visual structure as it emerges during the course of a drawingkditing session, a perceptually supported image editor gives users access to visual objects as they are perceived by the human visual system. We present a flexible image interpretation architecture based on token grouping in a multiscale blackboard data structure. This organization supports multiple perceptual interpretations of line drawing data, domain-specific knowledge bases for interpretable visual structures, and gesture-based selection of visual objects. A system implementing these ideas, called Per-Sketch, begins to explore a new space of WYPIWYG (What Your Perceive Is What You Get) image editing tools.
series other
last changed 2003/04/23 15:50

_id 9b9e
authors Schofield , Simon
year 1994
title Non-photorealistic rendering : A critical examination and proposed system
source Middlesex University
summary In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" - something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation - i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and "Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - * The Expressive Marks system * Magic Painter system * The Piranesi system (which includes the EPixel and Sketcher systems) * A large portfolio of images generated throughout the exploration
keywords Computer Graphics; Visual Representation; Non-photorealistic Rendering; Natural Media Simulations Rendering; Post-processing
series thesis:PhD
last changed 2003/02/12 22:37

_id ascaad2006_paper11
id ascaad2006_paper11
authors Stanton, Michael
year 2006
title Redemptive Technologies II: the sequel (A Decade Later)
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Nearly ten years ago I published an article in the Dutch journal ARCHIS called "Redemptive Technologies." It derived from comments I made during a conference held in New Orleans in 1994. At that point the machine aesthetic associated with the "new technologies" generated by the computer had not established a precise formal vocabulary but were generating great excitement among the architectural avant-garde. It addressed the limits of the imagery and data produced by this machine and the simple but very political problem of cost and obsolescence. Now the millennium is well past and the somewhat apostolic fervor that accompanied the interaction of a very expensive consumer device with architecture has cooled. Discussion has generally moved from the titillating possibilities opened up by the device, many of which have so far not come to pass, to the sorts of hard and software available. An architectural language closely associated with the imagistic potential of new programs, biomorphism, has now come and gone on the runways of architectural taste. And yet, in recent articles rejecting the direct political effect of architectural work, the potential of new programs and virtual environments are proposed as alternative directions that our perpetually troubled profession may pursue. This paper will assess the last decade regarding the critical climate that surrounds cyber/technology. In the economic context of architectural education in which computers are still a central issue, the political issues that evolve will form a backdrop to any discussion. Furthermore, the problem of the "new" language of biomorphism will be reiterated as an architectural grammar with a 100-year history - from Catalan Modernismo and Art Nouveau, through Hermann Finsterlin and Eric Mendelsohn's projects of the 1920s, to Giovanni Michelucci and Italian work of the post-war, to Frederick Kiesler's Endless House of the late '50s, continuing through moments of Deconstructivism and Architectural Association salients, etc. These forms continue to be semantically simplistic and hard to make. Really the difference is the neo-avant-garde imagery and rhetoric involved in their continuing resurrection. Computer images, but also the ubiquitous machine itself, are omnipresent and often their value is assumed without question or proposed as a remedy for issues they cannot possibly address. This paper will underline the problem of the computer, of screens and the insistent imagistic formulas encourage by their use, and the ennui that is beginning to pervade the discipline after initial uncritical enthusiasm for this very powerful and expensive medium. But it will also propose other very valuable directions, those relating to reassessing the processes rather than the images that architecture engages, that this now aging "new" technology can much more resolutely and successfully address.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 6b67
authors Terzidis, Constantinos A. and Vakalö, Emmanuel-George
year 1994
title Computer-aided Extraction of Morphological Information from Architectural Drawings
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 77-86
doi https://doi.org/10.52842/conf.acadia.1994.077
summary The objective of the research reported in this paper is to design, implement, and test a computerbased system which allows its user to: (1) extract automatically the geometric, topological, and spatial structures of an architectural plan, (2) extract morphological information, such as axes of symmetry, hierarchical structure, proportions, and modularity from architectural plans, and (3) compare morphological information of classes of architectural plans. Computer vision and pattern recognition techniques are used.

series ACADIA
last changed 2022/06/07 07:58

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