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 261

_id diss_brewster
id diss_brewster
authors Brewster, S.A.
year 1994
title Providing a Structured Method for Integrating Non-Speech Audio into Human-Computer Interfaces
source Heslington, York: University of York
summary This thesis provides a framework for integrating non-speech sound into human-computer interfaces. Previously there was no structured way of doing this, it was done in an ad hoc manner by individual designers. This led to ineffective uses of sound. In order to add sounds to improve usability two questions must be answered: What sounds should be used and where is it best to use them? With these answers a structured method for adding sound can be created. An investigation of earcons as a means of presenting information in sound was undertaken. A series of detailed experiments showed that earcons were effective, especially if musical timbres were used. Parallel earcons were also investigated (where two earcons are played simultaneously) and an experiment showed that they could increase sound presentation rates. From these results guidelines were drawn up for designers to use when creating usable earcons. These formed the first half of the structured method for integrating sound into interfaces. An informal analysis technique was designed to investigate interactions to identify situations where hidden information existed and where non-speech sound could be used to overcome the associated problems. Interactions were considered in terms of events, status and modes to find hidden information. This information was then categorised in terms of the feedback needed to present it. Several examples of the use of the technique were presented. This technique formed the second half of the structured method. The structured method was evaluated by testing sonically-enhanced scrollbars, buttons and windows. Experimental results showed that sound could improve usability by increasing performance, reducing time to recover from errors and reducing workload. There was also no increased annoyance due to the sound. Thus the structured method for integrating sound into interfaces was shown to be effective when applied to existing interface widgets.
series thesis:PhD
email
more http://www.dcs.gla.ac.uk/~stephen/publications.shtml
last changed 2003/11/28 07:34

_id 7d6c
authors Chapin, William L., Lacey, T. and Leifer, Larry
year 1994
title DesignSpace: A Manual Interaction Environment for Computer Aided Design DEMONSTRATIONS: Virtual Reality Multimedia
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp. 33-34
summary DesignSpace is a computer-aided-design (CAD) system that facilitates dexterous manipulation of mechanical design representations. The system consists of an interactive simulation programmed with a seamless extended model of the designer's physical environment and driven with continuous instrumentation of the designer's physical actions. The simulation displays consistent visual and aural images of the virtual environment without occluding the designer's sensation of the physical surroundings. Developed at Stanford University's Center for Design Research (CDR), DesignSpace serves as an experimental testbed for design theory and methodology research. DesignSpace includes significant contributions from recent CDR development projects: TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current DesignSpace prototype provides modeling facility for only crude conceptual design and assembly, but can network multiple systems to share a common virtual space and arbitrate the collaborative interaction. The DesignSpace prototype employs three head-tracked rear projection images, head-coupled binaural audio, hand instrumentation, and electromagnetic position tracking.
keywords Virtual Environment; Dexterous Manipulation; Interactive Simulation; Presence; Spatial Acoustics; Manual and Gestural Communication; Teleconference; Collaboration
series other
last changed 2002/07/07 16:01

_id f586
authors Gabriel, G. and Maher, M.L.
year 2000
title Analysis of design communication with and without computer mediation
source Proceedings of Co-designing 2000, pp. 329-337
summary With recent developments in CAD and communication technologies, the way we visualise and communicate design representations is changing. A matter of great interest to architects, practitioners and researchers alike, is how computer technology might affect the way they think and work. The concern is not about the notion of 'support' alone, but about ensuring that computers do not disrupt the design process and collaborative activity already going on (Bannon and Schmidt, 1991). Designing new collaborative tools will then have to be guided by a better understanding of how collaborative work is accomplished and by understanding what resources the collaborators use and what hindrances they encounter in their work (Finholt et al., 1990). Designing, as a more abstract notion, is different than having a business meeting using video conferencing. In design it is more important to 'see' what is being discussed rather than 'watch' the other person(s) involved in the discussion. In other words the data being conveyed might be of more importance than the method with which it is communicated (See Kvan, 1994). Similarly, we believe that by using text instead of audio as a medium for verbal communication, verbal representations can then be recorded alongside graphical representations for later retrieval and use. In this paper we present the results of a study on collaborative design in three different environments: face-to-face (FTF), computer-mediated using video conferencing (CMCD-a), and computer-mediated using "talk by typing" (CMCD-b). The underlying aim is to establish a clearer notion of the collaborative needs of architects using computer-mediation. In turn this has the potential in assisting developers when designing new collaborative tools and in assisting designers when selecting an environment for a collaborative session.
series other
last changed 2003/04/23 15:50

_id 2098
authors Goldman, Glenn and Hoon, Michael
year 1994
title Digital Design In Architecture: First Light, Then Motion, and Now Sound
doi https://doi.org/10.52842/conf.acadia.1994.027
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 27-38
summary If we restricted our idea of architecture to only the traditional and static description of visual space and form, we might not be considering significant characteristics of the places we are designing. If, however, we accepted even a limited definition, as stated by Le Corbusier, that "architecture is the masterly, correct, and magnificent play of masses brought together in light", we would at least be forced to consider the dimension of time as the ever-changing daylight modifies the way our creations are perceived. However, neither the built nor the natural environments are silent. Sound affects the way we feel about certain events and places, and in turn, places we create can modify or influence the way we hear sounds. As computers become more audio capable, we can expect changes in the ways that architects plan, design, and present their projects. Issues of both objective and nonobjective sound can become significant factors throughout the building delivery process. As the visual sophistication and acoustic expectations of society rise because of the ubiquitous power of electronic multimedia - as well as "cross-media" applications (film, video, television, and scientific visualization) it is inevitable that the architectural design and presentation processes reflect these changes.
series ACADIA
email
last changed 2022/06/07 07:51

_id b59a
authors Kosslyn, S.M.
year 1994
title Image and Brain: The Resolution of the Imagery Debate
source The MIT Press, Cambridge, p. 1
summary Kosslyn (psychology, Harvard U.) presents a 20-year research program on the nature of high-level vision and mental imagery--offering his research as a definitive resolution of the long-standing "imagery debate," which centers on the nature of the internal representation of visual mental imagery. He combines insights and empirical results from computer vision, neurobiology, and cognitive science to develop a general theory of visual mental imagery, its relation to visual perception, and its implementation in the human brain.
series other
last changed 2003/04/23 15:14

_id 4604
authors Laveau, S. and Faugeras, O.
year 1994
title 3D Scene Representation as a Collection of Images and Fundamental Matrices
source INRIA Report
summary The problem we solve in this paper is the following. Suppose we are given N views of a static scene obtained from different viewpoints, perhaps with different cameras. These viewpoints we call reference viewpoints since they are all we know of the scene. We would like to decide if it is possible to predict ano- ther view of the scene taken by a camera from a viewpoint which is arbitrary and a priori di erent from all the reference viewpoints. One method for doing this would be to use these viewpoints to construct a three-dimensional repre- sentation of the scene and reproject this representation on the retinal plane of the virtual camera. In order to achieve this goal, we would have to establish some sort of calibration of our system of cameras, fuse the three-dimensional representations obtained from, say, pairs of cameras thereby obtaining a set of 3-D points, the scene. We would then have to approximate this set of points by surfaces, a segmentation problem which is still mostly unsolved, and then intersect the optical rays from the virtual camera with these sur- faces. This is the most straightforward way of going from a set of images to a new image using the current computer vision paradigm of rst building a three-dimensional representation of the environment from which the rest is derived. We do not claim that there does not exist any simpler way of using the three-dimensional representation than the one we just sketched, but this is just simply not our point. Our point is that it is possible to avoid entirely the explicit three-dimensional reconstruction process: the scene is represented by its images and by some ba- sically linear relations that govern the way points can be put in correspondence between views when they are the images of the same scene-point. These images and their algebraic relations are all we need for predicting a new image. This approach is similar in spirit to the one that has been used in trinocular stereo. Hypotheses of correspondences between two of the images are used to predict features in the third. These predictions can then be checked to validate or inva- lidate the initial correspondence. This approach has proved to be quite e cient and accurate. Related to these ideas are those develo- ped in the photogrammetric community under the name of transfer methods which nd for one or more image points in a given image set, the corresponding points in some new image set.
series report
last changed 2003/04/23 15:50

_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 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 df9b
authors Terzidis, Constantinos A. 
year 1994
title Computer-aided extraction of morphological information from architectural drawings
source University of Michigan
summary Along with the popularization of Computer-Aided Design (CAD), it has been becoming increasingly necessary and desirable for a computer to recognize engineering drawings and diagrams. Methods exist for inputting and recognizing such engineering drawings and diagrams. This is primarily because they are drawn to conform to specific standards. In contrast, architectural drawings are not prepared in accordance to existing standards. Hence, the problem of reading, recognizing, and extracting morphological information from them automatically remains unsolved. It is this problem that this study focuses on. The research undertaken by this author has three distinct but interrelated objectives. The first objective is to design, implement, and test a computer-based framework which allows its user to extract automatically the geometric and/or architectural structures of a two-dimensional plan. The second objective entails designing, implementing, and testing a computer-based framework which may be employed to compare the geometric and/or architectural structures of individual plans or classes of such plans. The third objective is to integrate the two aforementioned frameworks. Computer vision techniques are used to investigate, analyze, and compare plans of buildings from a morphological standpoint. Such techniques can contribute toward detecting differences or similarities between individual plans. Their ability to search for, combine, and compare morphological information is both parsimonious and effective. Predicated on the assumption that designers derive knowledge from past solutions to form-making problems, this study focuses on the methods by which the morphological information which is contained in building plans can be extracted automatically and entered in a knowledge base. Conceptually, this is part of a larger project which entails investigating how knowledge can be incorporated in a CAD system in a manner which aids and supports the form-making process. Conceivably, the approach of this work is, wholly or partially, applicable to the problem of extracting useful information from graphic representations used in a variety of disciplines (e.g., engineering).
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_id ddss9414
id ddss9414
authors Bright, Elise N.
year 1994
title THe "Allots" Model: A PC-Based Approach to Demand Distribution for Siting and Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper reports on the development and application of ALLOT: a user-friendly, flexible computer model which has been designed to help governmental jurisdictions and private landowners throughout the world to achieve more economically efficient and environmentally sound land use and development patterns in a short period of time. ALLOT has the potential to drastically change the way that land use planning is conducted, since it has the capability to allow theincorporation of a wide variety of previously ignored environmental characteristics and up-to-date land use patterns. ALLOT, which is written in the SAS programming language, contains twomajor parts. The first part employs a GIS database to conduct land suitability analyses for the area. It then produces maps showing the most suitable areas for various land use types. The second part appears to be unique in the field of computerized land use planning models. It combines the results of the suitability analysis with forecasted demand for various land use types to produce "optimum" future land use patterns. The model is capable of quickly analyzing a wide variety of forecasts, allowing easy comparison of different growth scenarios; and it can also be modified to reflect community goals and objectives, such as protection of wildlife habitat orattraction of industry. The flexibility, combined with the fact that it runs on any IBM-compatible PC (286 or higher), make it a powerful land use planning tool. The model has been successfully applied in two "real world" situations. First, three alternative future land use patterns were developed for a rural lakeside area. The area had rural characteristics and was lacking infrastructure, but a large influx of people was expected as the lake was filled. The success of this effort led to decision to test itīs use as a method for facility siting (using landfill siting as an example).
series DDSS
last changed 2003/08/07 16:36

_id 2638
authors Choi, Jin Won
year 1994
title ArchiWAIS: A Multimedia-Based Architectural Information System for Teaching and Learning Architectural History and Theory
doi https://doi.org/10.52842/conf.acadia.1994.161
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 161-169
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 a4fe
authors Encarnacao, J. and Goebel, M., Rosenblum, M.
year 1994
title European Activities in Virtual Reality
source Computer Graphics and Applications, Vol. 14, No. 1, January 1994
summary We survey European activities in virtual reality, with an emphasis on selected efforts in architecture and sound, telepresence, scientific visualization, simulation, software design, and entertainment. This article surveys European activities and funding for VR with two caveats: First, nearly a year separates writing and publication. For most scientific fields, this publication delay for survey material would be minimal: for virtual reality, significant changes might have since occurred in some programs. We took advantage of the revision period to upgrade our information and the references as much as possible. Second, some long standing, significant European efforts go unmentioned as outside the scope of our short survey or as duplicates of others included. Despite the limitations, this sampling of Europe's leading efforts collectively gives an accurate snapshot of current European activity.
series journal paper
last changed 2003/04/23 15:14

_id ab3c
authors Kramer, G.
year 1996
title Mapping a Single Data Stream to Multiple Auditory Variables: A Subjective Approach to Creating a Compelling Design
source Proceedings of the Third International Conferenceon Auditory Display, Santa FO Institute
summary Representing a single data variable changing in time via sonification, or using that data to control a sound in some way appears to be a simple problem but actually involves a significant degree of subjectivity. This paper is a response to my own focus on specific sonification tasks (Kramer 1990, 1993) (Fitch & Kramer, 1994), on broad theoretical concerns in auditory display (Kramer 1994a, 1994b, 1995), and on the representation of high-dimensional data sets (Kramer 1991a & Kramer & Ellison, 1991b). The design focus of this paper is partly a response to the others who, like myself, have primarily employed single fundamental acoustic variables such as pitch or loudness to represent single data streams. These simple representations have framed three challenges: Behavioral and Cognitive Science-Can sonifications created with complex sounds changing simultaneously in several dimensions facilitate the formation of a stronger internal auditory image, or audiation, than would be produced by simpler sonifications? Human Factors and Applications-Would such a stronger internal image of the data prove to be more useful from the standpoint of conveying information? Technology and Design-How might these richer displays be constructed? This final question serves as a starting point for this paper. After years of cautious sonification research I wanted to explore the creation of more interesting and compelling representations.
series other
last changed 2003/04/23 15:50

_id 8fb2
id 8fb2
authors McCall, Raymond, Bennett, Patrick and Johnson, Erik
year 1994
title An Overview of the PHIDIAS II HyperCAD System
doi https://doi.org/10.52842/conf.acadia.1994.063
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 63-74
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 ddss9484
id ddss9484
authors Sklar, Hinda
year 1994
title Opening Doors at Harvard's Graduate School of Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Design communication has many forms and employs a wide array of references. Design pedagogy uses a rich body of sources and is informed by deep communication between faculty and student. Advancing technology for distribution and manipulation of digital design media and a pervasive computer network at the Harvard Graduate School of Design provide an ideal environment for investigating new methods of access to design resources. A research initiative called the DOORS project (Design-Oriented On-line Resource System) will make a variety of design reference materials available over the GSD's computer network Potentially, DOORS will provide access to: - the Frances Loeb Library's visual and special collections; - slides, drawings, photographs, videos; - private faculty slide collections; - maps and geographic information systems of text, numeric and other visual databases of three- dimensional computer models; - computer-generated animations and digital video segments with sound of multimedia projects. As early pilot versions of DOORS are released, faculty and students will gather visual information for study and modification, analyze images and models, compare and link design documentation in different formats, develop lectures and make presentations from computers in offices, classrooms, and studio work areas. Emphasis will be placed on flexibility, as this particular tool's success will hinge on its ability to respond to different approaches to design and instruction. DOORS proposes to offer three modalities, browsing, composition and presentation, to enable searching, organizati-on, and display. Using established library standards for record format, subject access and keyword indexing, browsing will offer flexible and diverse search criteria. Composition will provide tools for linking, annotation and manipulation of assembled materials. Individual presentations will be viewed in classrooms, studios or offices. A pilot project to assemble some of the basic technology and expertise required is currently under way. The objective of the pilot is to deliver a slice of material over the GSD's local area network in order to raise awareness of the tool's potential among faculty and students, to evaluate its effectiveness, and to formulate technical specifications for later project phases.
series DDSS
email
last changed 2003/08/07 16:36

_id cd68
authors Szalapaj, Peter J. and Tang, Songlan
year 1994
title Giving Colour to Contextual Hypermedia
doi https://doi.org/10.52842/conf.ecaade.1994.191
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. 191-200
summary Design development evolves within design contexts that require expression as much as the design itself, and these contexts often constrain any presentation in ways that are not usually explicitly thought of. The context of a design object will therefore influence the conceptual ways of thinking about and presenting this object. Support in hypermedia applications for the expression of the colour context, therefore, should be based upon sound theoretical principles to ensure the effective communication of design ideas. Johannes Itten has postulated seven ways to communicate visual information by means of colour contrast effects, each of which is unique in character, artistic value, and symbolic effect. Of these seven contrasting effects, three are in terms of the nature of colour itself: hue, brightness, and saturation. Although conventional computer graphics applications support the application of these colour properties to discrete shapes, they give no analysis of contrasting colour relationships between shapes. The proposed system attempts to overcome this deficiency. The remaining four contrast effects concern human psychology and psychophysics, and are not supported at all in computer graphics applications. These include the cold-warm contrast, simultaneous contrast, complementary contrast, and the contrast of extension. Although contrast effects are divided into the above seven aspects, they are also related to one another. Thus, when the hue contrast works, the light-dark contrast and cold-warm contrast must work at the same time. Computational support for these colour effects form the focus of this paper.
series eCAADe
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 a6fe
authors Gatermann, Harald
year 1994
title Using Hypermedia as a Teaching Tool in CAD Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.v6m
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. 211
summary CAD-programs belong to the most complex kinds of software - complex and difficult in using and especially in learning for architects and for students. Some years ago we already tried to find ways for making the first steps easier for students and more comfortable for teachers: Our first attempt was to reduce the number of commands from 150 to only 20 in the first lesson by cutting off many of the pull-down-menus (it was even the time before the cad-program, we use, was running under windows). We supported the reduced menus on the screen by handing out a template with all the needed commands for the first lesson. We had two positive results: the first was a reduction of beginners frustrations about too many new things, the second was a homogenisation among the studentsī know how: the very eager ones were no longer able to test too many new things! In the second lesson the students got another twenty new commands and so on (they could start the program with a batch rib-1, rib-2 etc.). Our second attempt was the development of new dialogues due to our experience in teaching and in looking at the same points of difficulties every year.

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

_id 61a4
authors Parsons, Peter W.
year 1994
title Craft and Geometry in Architecture: An Experimental Design Studio Using the Computer
doi https://doi.org/10.52842/conf.acadia.1994.171
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 171-176
summary Craft is one of the main aspects of architecture that accounts for its strong corporeal presence. The Computer used as a geometry machine lacks such tectonics. The predominant means for bringing a sense of materiality to its geometric constructions is through rendering, and in this respect the computer is not significantly different from geometric drawing. One need only recall the beautifully rendered drawings of the Beaux-Arts for a comparison. With the rise of modern architecture such 'paper' architecture was voraciously denounced in the cause of relating architectural production more closely with crafted production. Even now the interest in craft has persisted despite postmodern criticism. Therefore, a means for bringing a greater sense of craft to computer-aided design seems desirable. The architectural studio discussed in this paper was initiated partly for this purpose by intentionally confronting the computer's proclivity to move its users away from craft toward geometry, while at the same time taking advantage of its capabilities as a geometry machine. Craft can best be understood by practicing it. Consider, for example, the use of a chisel in woodwork. As one applies force with it, one can feel the resistance of the material. Carving with the grain feels differently than carving against or across it. Carving a piece of maple feels differently than carving a piece of pine. If one presses too hard on the chisel or does not hold it at the precise angle, there is a great risk of creating an unwanted gouge. Gradually with practice the tool feels as if it is an extension of the hand that holds it. it becomes an extension of the body. One can feel the physical qualities of the wood through it. Like a limb of the body its presence can become transparent and one can learn about what one feels through it. It can imprint a memory in the mind that comes to the brain, not through the eyes alone, but through the tactile senses. On the other hand it is tiring to use a chisel for an extended period of time. One's body begins to ache and, as the body tires, the risks of making an unwanted mistake increase. Furthermore, because a tool becomes wedded to the body, it is almost impossible to use more than one tool at a time unless they are being used in conjunction with one another as one might use two limbs of the body together. On a computer one can never 'feel' an object, the image of which is on the screen, in the same manner that one can feel with a chisel the material upon which one is working. One becomes particularly aware of this when creating a 3D computer model of a hand tool. One wants to hold it, not just look at it. Thus the artifice of the object created by means of the computer becomes very apparent, because the 'tool' has not yet taken on the qualities of a tool, although it has taken on the appearance of one.
series ACADIA
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