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

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_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id ddss9413
id ddss9413
authors Branki, Cherif
year 1994
title Communicative Acts in Cooperative Architectural Design Environments
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The purpose of this paper is to present a scheme, that can be used to support the communication process in cooperative design. Computational aids for design have largely been for a designerworking by himself/herself. These aids have also been supplemented by the widespread use of artificial intelligence approaches. However, design is so complex, and very rarely acted upon by a single designer but many more working towards the same aim. This involves a new paradigm in which designers need to cooperate with each other using a computational medium. A protocol analysis in cooperative design has been carried out and technological support has been proposed.Cooperative design becomes an important paradigm for the next generation of intelligent computer aided design systems. It will be conducted in many forms among several designers and willrequire the support of advanced communication facilities beyond the "passive" transmission of data and messages. Technological advances in communication networks have opened up new ways for cooperative design interaction across several processes of cooperation among designers, designers and computer aided design systems, computer aided design systems and knowledge based systems, and knowledge based systems themselves. In cooperative design environments, aunit of communication among designers is the transfer of a message from one designer (a sender) to another (a receiver). The aim of such communication is to provide the receiver with some information or to have the receiver take certain actions. Inspired by the speech act theory, a branch of the philosophy of language and linguistics, such a unit is called a communicative act. By analogy to architectural design, a communicative act is a performing act in designers communication.
series DDSS
email
last changed 2003/08/07 16:36

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 3e74
authors Dasgupta, S.
year 1994
title Creativity in Invention and Design
source Cambridge University Press
summary In this book, creativity in technology is discussed using a computational approach. Examining an important historical episode in computer technology as a case study, namely, the invention of microprogramming by Maurice Wilkes in 1951, the author presents a plausible explanation of the process by which Wilkes may have arrived at his invention. Based on this case study, the author has also proposed some very general hypotheses concerning creativity that appear to corroborate the findings of some psychologists and historians and then suggests that creative thinking is not significantly different in nature from everyday thinking and reasoning.
series other
last changed 2003/04/23 15:14

_id af8b
authors Dave, B., Schmitt, G., Faltings, B. and Smith, I.
year 1994
title Case-based design in Architecture
source J.S. Gero and F. Sudweeks (eds.), the proceedings of Artificial Intelligence in Design '94, pp.145-162
summary Computational support in the domain of building design is hampered by the need to control generation and search processes both of which are elusive due to the lack of strong domain theories. Case based reasoning paradigm may be useful to overcome some of these difficulties. A case based design system is presented here that enables case adaptation and case combination of design cases to generate new design solutions more efficiently. Some issues in our approach that are different from other projects with similar aims are also discussed.
series other
email
last changed 2003/04/23 15:50

_id ddss9424
id ddss9424
authors Dave, Bharat and Schmitt, Gerhard
year 1994
title Information Systems for Spatial Data
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper describes a continuing research project aimed at the development of a prototype information system to represent and manipulate models of urban settlements. This inter-disciplinaryproject involves researchers and teachers in the fields of urban design, photogrammetry and CAD. Based upon the requirements identified by the urban design team, the photogrammetry teamused aerial imagery to produce accurate digital models of various features of urban settlements. The models comprise natural features like terrain data, water and vegetation systems, and man made features like transportation networks, land parcels, and built-up volumes. These data are represented in the three dimensions, and they are further linked with nongraphic attributes stored in an external database schemata. The architecture of the system under development has been described previously. In this paper, we focus on the generation of thematic abstractions. The working hypothesis for our current work is that (i) to enable reliable decision-making in urbandesign contexts, we require digital models that are complete and accurate at a certain degree of resolution, and (ii) during various stages in the decision-making, we need useful abstractionswhich encode only the salient information and no more. In more specific terms, we are interested in finding computational means to automatically generate schematic generalizations of data that succinctly represent some information without recomputing or displaying all the vectrs and other details. In this papar we present some of the strategies that we employ to support such operations in our system and also present graphic examples that demonstrate the potential andlimitations of our approach.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9403
id ddss9403
authors Arentze, T., Borgers, A., Dellaert, B. and Timmermans, H.
year 1994
title A Multi-Purpose Multi-Stop Model Describing Consumers' Choices of Shopping Centres
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Recently, a number of interesting extensions to traditional decompositional and discrete choice models has been introduced that allow one to combine parameters estimated in different phases ofcomplex choice processes. These extensions offer new possibilities to model combinations of choices consumers make if they select shopping centres to visit. This paper will introduce a modelling approach that describes consumer choices of shopping centres involving multiple shopping functions (multi purpose) as well as locations (multi stop). The approach extends traditional decompositional models of single choices to a model of combinations of choices. It uses a recursive scaling procedure that combines attributes related to different shopping functions and to shopping centres at different locations. The model will be tested on data collected on shopping behaviour in Maastricht, the Netherlands.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9411
id ddss9411
authors Bouillé, Francois
year 1994
title Mastering Urban Network Intersection And Superimposition, in an Object-oriented Knowledge System Integrating Rules, Neurons and Processes
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Many networks cover the urban texture, either superimposed at a variable distance, or really intersecting, or even in interconnection. We briefly recall the HBDS model, working on persistent abstract data types associated to graphical representations and carrying algorithms expressing conditions to be verified and/or actions to be performed. HBDS is an integrated system too, including database, expert system dealing with fuzzy rules and facts, discrete simulation engine, and neural engine; it has a general purpose programming language. Any urban network is associated to a given prototype, according to the same scheme named prototype with more specific components. These prototypes allow to build the different thematic structures instantiations of the prototypes. All possible cases of arc intersection or "pseudo-intersection" (simple superimposition)or interconnection are obtained by, owing to new prototypes. Moreover, such (pseudo)-intersections are automatically recognized and processed without a human intervention, owing to classes ofconstraints and classes of rules. They deal with particular constraints concerning the location of some urban furniture, and rules concerning the way a cable or a pipe must follow according to thepre-existing other networks in a given area, the minimal distances, minimal or maximal depths, and some required equipments. Urban classes of (pseudo-)intersections inserted in the hyperciass"neuron", inheriting of neural features, may be used for automated learning of urban knowledge; owing to their "behavior", these neurons can communicate and perform actions on other components. Urban classes inserted in the hyperciass "process" may be used for building very large models simulating complex urban phenomenons, thus allowing a better understanding of the real phenomenons. As a conclusion, we emphasize the methodological aspects of object-oriented integration for an efficient processing of the urban context, based on prototyping and mixing rules, neurons and processes.
series DDSS
last changed 2003/08/07 16:36

_id ddss9427
id ddss9427
authors Engelen, Guy and White, Roger
year 1994
title A Strategic Planning and Policy Decision Support Tool for Urban Regions
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In this paper we present a Decision Support System developed to assist urban designers, planners and policy makers to explore and evaluate possible urban layouts and their growth patterns. Thecore of the system consists of a modelling shell allowing the user to specify cellular automata based models of urban and regional systems. These models capture the effect of local spatial processes in which the use, or desired use of each parcel or cell of land is determined partly by institutional and environmental factors, and partly by the activities present in its neighbourhood. Since each cell affects every other cell within its neighbourhood, a complex dynamic emerges. Unlike conventional cellular automata, the models are defined with a large neighbourhood --over a hundred cells-- a relatively large number of states --more than a dozen in some applications-- representing socio-economic and natural land-uses. The approach permits the straightforward integration of detailed physical, environmental, and institutional constraints, as well as including the effects of the transportation and communication infrastructure. These models thus permit a very detailed representation of evolving spatial systems. The current version of the system represents urban areas as consisting of up to 10.000 interacting zones, each roughly the size of an individual city block. These models are easy to build and apply, yet empirical tests show that they produce realistic simulations of urban land use dynamics. Consequently, they are well suited to form the heart of the DSS, which provides the user with a number of tools for exploration,analysis and evaluation of alternative futures of the system as they result from policy interventions that are imposed by means of what-if experiments and scenario analysis. For example, the DSS isable to identify areas in which pressure for change in land use restrictions may become critical under particular development strategies. In the DSS, the modelling shell is coupled to a simple,custom-built GIS. In the stand-alone application of the DSS, this stores the detailed geographical qualities of the area being modelled, and allows basic overlay manipulations. It also displays theresults of the model while the simulation proceeds. Alternatively, the GIS can serve as aninterface to more elaborate, commercial GIS systems.
series DDSS
email
last changed 2003/08/07 16:36

_id caadria2007_549
id caadria2007_549
authors Huang, Chuang-Yu
year 2007
title The Role of Physical Models in Digital Design Processes
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.d1s
summary In recent years, designers have used digital media at various points of the design process, which helps expand architectural possibilities. Digital media has changed not only the architectural style, but also the design process (Lynn, 1999). In earlier times, some researchers of design thinking have looked at how the role of physical models played in traditional design processes (Millon, 1994). However, the design process has been changed when media designers used to adjust from traditional to digital. Therefore, visual thinking and cognitive behavior of designers also change while using physical models in design processes. From the synthesis of the two aforementioned disciplines, we can find that there exists a point of deficiency. That is the cognitive research about designers who use physical models in digital design processes is absent. This is discussed in the current paper.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss9456
id ddss9456
authors Kubiak, Bernard and Korowicki, Antoni
year 1994
title Identification And Analysis of the Recreational Behaviour Forms and the Needed Recreational Space Using the Integrated Spatial and Object-Oriented Gis: Concepts and Statements
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper is concerned with how to measure and investigate changes in the recreational behaviour and the required recreational space in Polish seaside recreational areas in last few years. Spatial information is an integral part of the identification and analysis of recreational behaviour and required recreational space. We postulate, therefore, that spatial information should be fully incorporated in integrated object-oriented GIS and Decision Support Technology. We argue in this paper that the existing theoretical approaches with their descriptive and technical basis do not offer directions for its application and evaluation. They do not seek to explain the processes undergone by spatial information, nor define appropriate data models. New approaches to GIS use object-oriented structures and expert systems concepts, and they will become increasingly helpful in understanding GIS. It is not unreasonable to expect that the most important issue is to use a data model or object-oriented models which closely represent the user's concept of the geographic object for representing spatial phenomena. We have discovered that most Polish users in this field are unable to collect the data they require directly. Thus they have to use methods and techniques, which cannot be found in GIS such as SWOT analysis. According to our experiences, the identification and analysis of the recreational behaviour and the required recreational space should be defined as a system approach where: (i) recreational space requires an object, (ii) state of recreational space is defined by the set of values of recreational space features, and (iii) the utility of the recreational space is defined by a set of features. The identification and analysis of the recreational behaviour in the presented approach are based on the features/utilities matrix of the recreational space and the computer map. The development of such a system needs many organizational changes. It is shown that in many applications organizational rather than the technical aspects of GIS determine their future and open the way to new spatial analytical techniques.
series DDSS
last changed 2003/08/07 16:36

_id ddss9480
id ddss9480
authors Schipper, Roel and Augenbroe, Godfried
year 1994
title An Information Model of Energy Performance in Early Building Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Design is a creative and dynamic process. The level to which a future generation of Intelligent Integrated Building Design Systems will be able to support this process depends on the power of the underlying conceptual models to cover the semantics of design. In the definition of generic building models, the concept of constraints appears to be a powerful means to formalize those semantics. Both design performance goals, and rules and relations in design composition can be described as constraints. The Engineering Data Model (EDM), recently developed at UCLA, acknowledges this fact. It allows the formal definition of object oriented building models, using constraints as the central concept for describing relations. This paper will discuss the development of an EDM building model for the integrated design for energy performance, and the implementa-tion of this model in a small prototype system. We will specifically deal with modelling informati-on in the early design stages. This information typically consists of multiple global design alternatives on one hand, and a wide range of conflicting design goals on the other hand. In the paper, it is demonstrated that integration of these conflicting views on building performance in one coherent model is the key to obtaining an optimal design result. Using the Dutch building codes for energy performance (NEN 2916) as an example of design goals, the concepts and relations of these building codes were translated to a formal EDM model. A small shell was built on top of this computer-interpretable model, to demonstrate the useability of the model during the solving of a concrete design problem. It is shown that the EDM building model is able to provide the designer with integrated information through combining different sets of performance constraints and design alternatives in one environment.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9481
id ddss9481
authors Schmid, Peter
year 1994
title MHP: Method Holistic Participation, Research and Experience During the Decades
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Design Decision Support Systems always are closely related to the cooperation of more (than single) people and mostly even of several groups of people. Hence teamwork is an important part inorder to support (design) decisions or systematical and methodical collaboration and cooperation or participation. A system(atic) approach towards these participatory processes will be given in this paper. The MHP can get a place and meaning in the fields of the most urgent problems and within the discussions concerning SBS and ecological disaster (as significantly pointed out in already so many scientific reports and conferences). Collaboration and cooperation is needed more than ever before - although we can find examples and models already long ago. Two main problems can be answered by using the method - as already proofed in several cases: the facing of the environmental demands for building activities, because of the ecological crisis - worldwide combined with the SBS and the necessity for the different (power) groups to come together in order to reach some consensus for our common survival. The paper presentation will be enriched by many illustrations.
series DDSS
last changed 2003/08/07 16:36

_id ddss9486
id ddss9486
authors Smeltzer, Geert
year 1994
title The Application of Virtual Reality Systems in Architectural Design Processes
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper describes the application of virtual reality systems in architectural design processes. It is based upon research on virtual reality technology to develop a more natural interface between men and design systems. It is also based upon the development of an integrated laboratory set-up for an immersive and a desk-top virtual reality system. This set-up should offer possibilities to manipulate 3D design models and to simulate the lighting situation in real time. Finally it is based upon an application of virtual reality technology for a design presentation. The research problem was determined by the question in which way the design process changes under the influence of technology. Other research questions, autonomous as possible, were how natural an interface can be using sensors, how a design model can be using real world features and how a representation can be as realistic as possible, using lighting simulations. The development problem was determined by the fact that the laboratory set-up had to be developed in co-operation with a hardware and a software vendor. This led to the development of two set-ups: one immersive virtual reality system and one desk top system. Another problem for the development of the set-up was that the project had to result in the presentation and demonstration of virtual reality technol-ogy that was not yet generally available to a larger group of organisations or enterprises. The first case study involved the development of a virtual reality presentation of a housing project in the Netherlands. The presentation was meant for people who were interested in the houses and was announced as a virtual open house. A potential buyer could walk through the model and move furniture around. The problem addressed concerned the relationship between the level of detail of the model, the speed of representation and the ease of interface system's. The second case study concerned the use of a virtual reality interface, model and representation for the evaluation of visibility and safety aspects of another housing project. At first this application was meant for the designers and their client. Based upon their evaluation of the design, several design improvements were made. Afterwards, this application was used for internal demonstrations. The application for the evaluation and the demonstrations were developed for an immersive virtual reality system and for a desk top system. The problem addressed was first of all a design problem and secondly a technical problem. This technical problem was related to the difference between the two virtual reality systems in terms of consequences for those applications. In the near future the research project, called the Asterisk project, will also examine and develop the possibilities of the simultaneous use of the system by more than one user, possibly on different locations. This means a development from single user single site to a multi user, a multiple site virtual reality systems. This project will also evaluate the feasibility of the application of virtual reality technology during an architectural design process. This research project will be followed by the development of a prototype of a virtual architecture system demonstrations of this system and an introduction to the market.
series DDSS
email
last changed 2003/08/07 16:36

_id 22f0
authors Takeda, H. and Nishida, T.
year 1994
title Integration of aspects in design Processes
source Gero J.S. and Sudweeks F. (eds) - Artificial Intelligence in Design 94, Kluwer Academic Publishers
summary In this paper, we discuss dynamic integration of multiple aspects, i.e., integration accomplished according to progress of design. It is not prepared in advance, but created in design processes. Firstly, we introduce our model of design processes that is based on a logical framework. Secondly, we define aspects in the logical framework. An aspect is represented as a tuple of theory and vocabulary in the logical framework. In particular knowledge in analytical aspects is represented as virtual logical theory. Thirdly, we propose integration of aspects by abduction that is another approach than integration of models. Abduction defined with multiple aspects integrates aspects by superposition of hypothesis which is identification of instantiated entities in hypothesis. It also examines connectivity of hypotheses by explanatory coherence. Since superposition of hypotheses and theories used in abduction tell us how aspects are integrated in design, they can contribute to re-organize aspec...
series other
last changed 2003/04/23 15:14

_id cbed
authors Yakubu, G.S.
year 1994
title Maximising the Benefits of CAD Systems in Architectural Education
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. 228
doi https://doi.org/10.52842/conf.ecaade.1994.x.u8n
summary The positive impact of Computer Aided Design (CAD) in professional architectural practice has been in focus in recent times but relatively little has been written on its significance in the education of the contemporary architect. It is common knowledge that the profession of architecture is currently undergoing enormous strains as it battles to keep abreast of trends and developments in a period of series of rapid advancement in science, technology and management (RIBA, 1992). Whilst attempts are being made to redress the shortcomings of the profession in the above context, the requirements for architectural education are yet to forge a coherent strategy for the implementation of CAD/IT in the curriculum of schools of architecture. In almost every other field, including engineering, medicine and the humanities, computing application to problem-solving and decision-making is seen as a way forward as we move into 21st century. Architectural education must integrate CAD/IT into the teaching of core modules that give the architect distinctive competence: studio design. That is one of the best ways of doing justice to the education of the architect of today and the future. Some approaches to the teaching of CAD in schools of architecture have been touched upon in the recent past. Building upon this background as well as an understanding of the nature of design teaching/learning, this paper examines ways of maximising the benefits of CAD systems in architectural education and of bringing computer aided designing into the studio not only to enhance design thinking and creativity but also to support interactive processes. In order to maximise or optimise any function, one approach is to use the hard systems methodology which utilises analytic, analogic and iconic models to show the effect of those factors which are significant for the purposes being considered. The other approach is to use the soft systems methodology in which the analysis encompasses the concept of a human activity system as a means of improving a situation. The use of soft systems methodology is considered more appropriate for dealing with the problem of design which is characterised by a flux of interacting events and ideas that unroll through time. The paper concludes that the main impediment to maximising the benefits of CAD systems in architectural education is not only the inappropriate definition of the objectives for the implementation of CAD education but also that the control subsystems are usually ill-structured and relatively poorly defined. Schools must attempt to define a coherent and consistent policy on the use of CAD systems as an integral part of studio design and evolve an in-house strategic and operational controls that enable the set objectives to be met. Furthermore, it is necessary to support the high level of productivity from CAD systems with a more efficient management system, especially in dealing with communication, data sharing via relational database, co-ordination and integration. Finally, the use of soft systems methodology is recommended as the way forward to optimising CAD systems in design education as it would provide continuous improvements while maintaining their productive value.

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

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 6838
authors Berberidou-Kallivoka, Liana
year 1994
title An Open Daylighting Simulation Environment
source Carnegie Mellon University, Pittsburgh
summary Various studies have shown that performance simulation tools have not been integrated effec- tively in the architectural design process. The conventional lighting simulation tools have been characterized as decision verification tools rather than design support tools. Particularly in the early design stage, when crucial and often irreversible decisions are made, this evident lack of appropriate lighting simulation environments represents a serious drawback. The "mono-directionality" of the conventional simulation tools can be identified as one of the factors responsi- ble for insufficient integration of computational lighting modeling tools in the design process. In response to this circumstance, this thesis presents the conceptual background and the proto- , typical realization of an "open" daylighting simulation environment (GESTALT) to support architectural lighting design and education. Open simulation environments aim at extension (and inversion) of the design-to-performance mapping mechanisms of the conventional build- ing performance simulation tools. Toward this end, two fully operational versions of GESTALT have been implemented. GESTALT-01 is an explicit implementation based on invertible "fast-response" computational modules. GESTALT-02 is an implicit version that uses a comprehensive computational daylight simulator and investigative projection technique for performance-driven design exploration. Concepts, implementations, case studies, contributions and future directions are presented.
series thesis:PhD
last changed 2003/02/12 22:42

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