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 346

_id 6f5d
authors Koutamanis, A., Bridges A.H. and Van Loon, P.P.
year 1994
title C-ad hoc 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, pp. 39-42
doi https://doi.org/10.52842/conf.ecaade.1994.039
summary In the framework of an evolving curriculum we have been developing a series of CAAD exercises aimed at providing the basic knowledge and skills a student needs. The series formed initially a conventional sequence that mapped design stages and corresponded with the gradual development of knowledge and skills. Due to originally practical reasons we are currently relaxing the sequential structure of the CAAD curriculum. This gives us the opportunity to experiment with the integration of the CAAD exercises in the wider design activities of the students, as well as with the structure of the exercises themselves as fully self-contained units.
series eCAADe
email
last changed 2022/06/07 07:51

_id a743
authors Laing, L. and Kraria, H.
year 1994
title CAD as an Interface for Integrated Collaborative Design
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. 235
doi https://doi.org/10.52842/conf.ecaade.1994.x.w5h
summary In the traditional approach to building design, the designer (usually the architect) produces a design (often quite detailed)in blueprint before handing this to the next member of the design team (engineer) to superimpose the structure, services etc. Often this proves so impractical that the initial proposal has to be referred back to the architect for revision, and the process repeated - and this cycle may be repeated many times. Such routines arise in building design because designers find collaboration among themselves difficult to control, the task of design integration ultimately falling upon the construction manager or the contractor. This is the most common cause of problems arising during the execution of the project on site, causing a delays in the construction process, and building failures which might only be detected after occupancy. As a test-bed for addressing this problem, a system of coordinated files is proposed for use by design-students (with a working knowledge of AutoCAD) during a design project. The aim is to related data (CAD information) across all students working on the same project but developing different aspects. Participating students will be drawn from a range of design specialisms. Each member accessing the same information while developing different aspects (e.g. structure, services, and cost modelling). This goes beyond the conventional use of 'XREF' (cross-referenced drawings) and involves each member accessing and working with the same dataset - e.g. using different layers, co-ordination is easier and the data better integrated - there is thereby a reduction of the amount of repetition as the need to redraw information is eliminated. References or an initial data-set is set up by the tutor and available for reference at any stage of design project. The technological aspects to support collaborative work (and in particular the interaction process in design) is the main thrust of the undergraduate degree in Building Design Engineering at the University of Strathclyde.

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

_id 45f0
authors Coleman, Kim
year 1994
title Synergism and Contingency: Design Collaboration with the Computer
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 209-217
doi https://doi.org/10.52842/conf.acadia.1994.209
summary The outcome of an architectural project is always contingent, dependent upon conditions or events that are not established at the outset. A university design studio does not easily replicate the state of flux which occurs as an architectural commission proceeds. In developing an architectural project, each new situation, whether it be a building code issue, an engineering issue, or a client reaction, must be viewed as an opportunity to further refine and develop the design rather than a hindrance to the outcome. In the design studio I describe in this paper, students test processes which attempt to take advantage of contingent conditions, opening up the design solutions to new possibilities. As a means to open up the design process to new possibilities, this studio introduces the computer as the primary tool for design exploration. Through the computer interface, the work speculates on the possibilities of synergism, defined as the actions of two or more substances or organisms to achieve an effect of which each is individually incapable.' Three synergetic conditions are explored: that between the designer and the computer, that between the designer with computer and designers of previous works of art or architecture, and that between two or more designers working together with the computer. The lack of a predictable result, one that may be obvious or superficial, is a positive byproduct of the synergetic and contingent circumstances under which the designs are developed.

series ACADIA
email
last changed 2022/06/07 07:56

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id c967
authors Fantacone, Enrico
year 1994
title Exporting CAD Teaching into Developing Countries
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. 222
doi https://doi.org/10.52842/conf.ecaade.1994.x.t3s
summary In 1986 the Faculty of Architecture was established in Maputo. It is financed by the Italian Ministry of Foreign Affairs and managed by a Scientific Council of the Faculty of Architecture of "Università La Sapienza" of Rome. The need to create human technical resources beeing able to work profesionally as soon as they finish their studies, made the teaching basis for lab exercises and design. The new architects (the first six students graduated in 1991), need to design and make very important decisions without any control by more experienced local technical institutions. The creation of a CAAD laboratory, and the teaching of information technologies and metodologies in architectural designing aimes to achieve a double goal: (-) to make the new architects able to manage on their own, because of the lack of qualified human resources, large quantity of data, and difficult design problems; (-) to make University, the most important scientific center in the country, an information exchange center between developped countries, and Moçambique.
series eCAADe
last changed 2022/06/07 07:50

_id d7f4
authors Gross, M.D.
year 1994
title Roles for Computing in Schools of Architecture and Planning
source Journal of Architectural Education, Sep. 94, pp. 56-64
summary A successful effort to incorporate computing in a school of architecture and planning must satisfy varying student objectives and encompass a range of computing roles. This article reviews these roles and presents a case study of computing at the College of Architecture and Planning (formerly Environmental Design) at the University of Colorado at Boulder. Three categories of instruction make up the curriculum: Tool-using courses teach specific applications, tool-building courses focus on developing new design software, and design theory and methods courses provide rationale for specific computational approaches. Finally, strategies employed in developing this curriculum are discussed.
series journal paper
email
last changed 2003/04/23 15:14

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

_id dc0f
authors Stefik, M.
year 1994
title Knowledge Systems
source Morgan Kaufmann Publishers Inc., San Francisco. p. 295
summary Digital systems cannot act reliably and intelligently in ignorance. They need to know how to act intelligently. Computer systems that use knowledge are called knowledge-based systems, or simply, knowledge systems. Knowledge systems first came to the public's attention in the 1980s as a successful application of artificial intelligence. Since then their use has spread widely throughout industry, finance and science. But what are the principles behind knowledge systems? What are they useful for? How are they built? What are their limitations? How can they connect with human activities for creating and using knowledge? Addressing these questions is the purpose of this book. The art of building knowledge systems is inherently multidisciplinary, incorporating computer science theory, programming practice and psychology. The content of this book incorporates these varied fields covering topics ranging from the design of search algorithms and representations to techniques for acquiring the task specific knowledge required for developing successful systems. It discusses common representations for time, space, uncertainty, and vagueness. It also explains the knowledge-level organizations for the three most widespread knowledge-intensive tasks: classification, configuration, and diagnosis. In a university setting, this book is intended for use at the advanced undergraduate levels and beginning graduate levels. For students outside of computer science, this book provides an introduction that prepares them for using and creating knowledge systems in their own areas of specialization. For computer science students, this book provides a deeper treatment of knowledge systems than is possible in a general introduction to artificial intelligence.
series other
last changed 2003/04/23 15:14

_id 0e89
authors Bradford, J.W., Cheng, N. and Kvan, Thomas
year 1994
title Virtual Design Studios
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. 163-167
doi https://doi.org/10.52842/conf.ecaade.1994.163
summary Beginning in 1993, small groups of students of architectural design at different institutions around the world participated in collaborative design projects using a variety of tools, including CAD, Internet and teleconferencing. This programme, known as the "Virtual Design Studio" (VDS), allows students to work collectively with colleagues from different cultures and climates who are thousands of kilometres and in different time zones. Most recently, in February 1994, four institutions in N. America, one in Europe, and one in S E Asia participated in VDS’94. This paper explains the operation of the VDS and explores the future of the VDS as a potential tool for architectural design education. In particular, we review what we have learned in employing computer tools to extend the teaching in design studios into a "virtual" experience.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2022_117
id sigradi2022_117
authors van Stralen, Mateus; A. F. R. Bernardo, Marcus Vinícius; Amália Medero Rocha, Isabel; Panet de Barros, Amélia
year 2022
title Online conversational strategies in technical advisory meta-learning for socio-spatial groups.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1063–1074
summary The article makes a critical reflection on a remote learning experience for training specialists in Spatial Agency for Social Housing - ATHIS. The objective was to promote conditions for students to problematize about 'how' digital technologies could be appropriated in ATHIS. A meta-learning process was envisioned with the objective of experiencing in practice a co-creative dynamic using digital tools. Based on radical constructivist thinking, the proposed methodology used the digital platforms Zoom and Miro to associate two cybernetic collaborative ideation strategies: Team Syntegrity (Beer, 1994), and GIGAmapping (Sevaldson, 2012). The results showed that the experience significantly contributed to the expansion of knowledge of each participant regarding the topics studied and allowed the reverberation of individual contributions throughout the team. Once it has been verified that collaboration interfaces enable but do not guarantee collaborative work, we bring to the discussion three other structuring components that can be allies of simultaneous and integrated online work between groups.
keywords Online Learning, ATHIS, Peer-to-peer Learning, Team Syntegrity, Gigamapping
series SIGraDi
email
last changed 2023/05/16 16:57

_id ddss9502
id ddss9502
authors Wang, Ming-Hung and Chao, Hua-Yu
year 1994
title Spatial Schemata and Design Competence: A Case of Beginning Designers
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In the course of learning professional skills in architectural design, students will develop, usually with the help of instructors, certain ways of analyzing spatial relations. Such spatial schemes are considered critical means to the comprehension of the graphical representations of spaces, and therefore schemes of different kind will have different effects on design performance. This study intends to explore this issue. Three sets of experiments are conducted to test our working hypotheses as stated as follows: (i) to reproduce a plane graphic requires knowledge and skills different from those to recognize; (ii) some schemes are more effective than others in reproducing plane graphics; (iii) the kind of schemes that can effectively reproducing given forms (in plane graphics) can also have positive effects on design capabilities. It is interesting to further differenti-ate the kinds of schemes and their power as design tools. All these experiments employ three kinds of spatial schemes: the categorical, the referential, and the hierarchical from the results we can reach the following conclusions: (i) reconstruction is a different mental activity from recognition which is mainly a comparison between the input data and the known characteristics reconstruction relies more on the structured relations among data that should be established in the course of recognition. Therefore, effective cognition is a part of design competence; (ii) categori-cal schema is found most effective in recognition test. The quality of this type has to do with the quality of its contents. Referential schema can effectively relate elements to one another and to the context in which they are located. This schema contributes to the quality of spatial compositions. Hierarchical schemata are more general that can help identify dependent relations among elements, and therefore reduce the complexity. Conceivably this can increase the efficiency of problem-solving in design.
series DDSS
last changed 2003/08/07 16:36

_id 20ab
authors Yakeley, Megan
year 2000
title Digitally Mediated Design: Using Computer Programming to Develop a Personal Design Process
source Massachusetts Institute of Technology, Department of Architecture
summary This thesis is based on the proposal that the current system of architectural design education confuses product and process. Students are assessed through, and therefore concentrate on, the former whilst the latter is left in many cases to chance. This thesis describes a new course taught by the author at MIT for the last three years whose aim is to teach the design process away from the complexities inherent in the studio system. This course draws a parallel between the design process and the Constructionist view of learning, and asserts that the design process is a constant learning activity. Therefore, learning about the design process necessarily involves learning the cognitive skills of this theoretical approach to education. These include concrete thinking and the creation of external artifacts to develop of ideas through iterative, experimental, incremental exploration. The course mimics the Constructionist model of using the computer programming environment LOGO to teach mathematics. It uses computer programming in a CAD environment, and specifically the development of a generative system, to teach the design process. The efficacy of such an approach to architectural design education has been studied using methodologies from educational research. The research design used an emergent qualitative model, employing Maykut and Morehouses interpretive descriptive approach (Maykut & Morehouse, 1994) and Glaser and Strausss Constant Comparative Method of data analysis (Glaser & Strauss, 1967). Six students joined the course in the Spring 1999 semester. The experience of these students, what and how they learned, and whether this understanding was transferred to other areas of their educational process, were studied. The findings demonstrated that computer programming in a particular pedagogical framework, can help transform the way in which students understand the process of designing. The following changes were observed in the students during the course of the year: Development of understanding of a personalized design process; move from using computer programming to solve quantifiable problems to using it to support qualitative design decisions; change in understanding of the paradigm for computers in the design process; awareness of the importance of intrapersonal and interpersonal communication skills; change in expectations of, their sense of control over, and appropriation of, the computer in the design process; evidence of transference of cognitive skills; change from a Behaviourist to a Constructionist model of learning Thesis Supervisor: William J. Mitchell Title: Professor of Architecture and Media Arts and Sciences, School of Architecture and Planning
series thesis:PhD
last changed 2003/02/12 22:37

_id ddss9467
id ddss9467
authors Murison, Alison
year 1994
title A CAD Interface to Objective Assessment of Design to Support Decision Making in Urban Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The Department of Architecture at Edinburgh College of Art, Heriot Watt University, has an on-going project to create useful implementations of the method of spatial analysis called Space Syntax developed by Prof Bill Hillier at the Bartlett School of Architecture, London. Space Syntax can predict the potential usage of each route through an urban space or large building; some routes will be avoided by most traffic (pedestrian or vehicular), while other routes will become busy thoroughfares. It has been used by Architects and Urban Designers to support proposed developments, whether to show that potential commercial activity ought to be concentrated in an area of high traffic, or to change routes through troubled housing estates, bringing the protection of added traffic to areas previously avoided for fear of mugging. The paper describes how a specially written customized version of AutoCAD enables Post Graduate students of Urban Design and Undergraduate Architecture students to test their designs against the Space Syntax Measures. Simple interactive graphics enable plans to be entered and compared, so that plans may be evaluated during the design process, and decisions supported by objective tests. This improves both design decisions and the learning process, and should be useful to many professionals in urban planning.
series DDSS
email
last changed 2003/08/07 16:36

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
doi https://doi.org/10.52842/conf.acadia.2000.015.2
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id ddss9401
id ddss9401
authors Akin, Omer
year 1994
title Psychology of Early Design in Architecture
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Lately there has been a good deal of emphasis on the early stages of the design process, particularly by developers of computer aids and quantitative design models for both evaluation and generation of designs in a variety of domains. Yet, there is little understanding of the early design-process. While the early design process as manifested by human designers need not be the sole basis of the description of this phase, it certainly represents and important kernel of knowledge, especially for those who are interested in developing models, systems or merely interfaces for such systems. This paper focuses on the characterization of the psychology of the early design phase in architecture. It is described in terms of the general design strategies and problem solving tactics used; and is contrasted against some of the process characteristics that
series DDSS
email
last changed 2003/08/07 16:36

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

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

_id 0ecc
authors Anh, Tran Hoai
year 1994
title APPLICATION OF FULL-SCALE MODELLING IN VIETNAM: AN OUTLINE FOR DISCUSSION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 59-70
summary This paper discusses the possibility of applying full-scale modelling in Vietnam, a non-western so called developing country. It deals with two main questions: 1) Is the application of full-scale modelling to be restricted to the West only? 2) what are the possibilities, constraints and fields of application - with attention to the methodological validity and technical solution for full-scale modelling in Vietnam? It is argued that since full-scale modelling is based on people-environment interaction, it should, in principle, apply to studies about people–environment relation anywhere on earth. On the methodological validity, it is discussed that application of full-scale modelling in Vietnam faces similar methodological problems as encountered in European applications (such as people's behaviour in experiment, ability to understand the abstraction of models, etc.) although at another level as this paper will make clear. However, it would be needed to design a modelling kit that is of low costs and adapted to the availability of local materials and suitable for the climatic condition of Vietnam. Two fields of application are projected as most applicable in Vietnam: modelling in architectural education and research investigation. Application for user's participation in the design process will depend on the development of building policy in the country.
keywords Model Simulation, Real Environments
series other
type normal paper
last changed 2004/05/04 11:00

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 28f1
authors Carrara, Gianfranco, Kalay, Yehuda E. and Novembri, Gabriele
year 1994
title Knowledge-Based Computational Support for Architectural Design
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 5-12
doi https://doi.org/10.52842/conf.acadia.1994.005
summary The process of architectural design aims to define a physical form that will achieve certain functional and behavioral objectives in a particular context. It comprises three distinct, but highly interrelated, operations: (1) Definition of the desired objectives; (2) production of alternative design solutions; (3) evaluation of the expected performances of the solutions and their comparison to the predefined objectives. Design can be viewed as a process of search for a solution that satisfies stated needs, while at the same time adapting the needs to the opportunities and limitations inherent in the emerging solution. // Computational techniques were developed to assist each one of the three operations, with varying degrees of success. We propose to integrate all three operations into one whole, by developing a computational model that will facilitate smooth transition from one operation to another. The role of computers in supporting this model will include providing a knowledge base of prototypical design objectives and solutions, storing project-specific design goals and solutions, and predicting their expected performances. This paper discusses the rationale and background for developing such a knowledge-based design system, and presents the parameters for implementing it as a computational tool to support architectural design. Examples from a prototype implementation serve to illustrate the discussion.
series ACADIA
email
last changed 2022/06/07 07:55

_id ddss9417
id ddss9417
authors Chan, Chiu-Shui
year 1994
title A Hypermedia Tutoring for Multimedia Tasks
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Using a computer or a software package involves procedural knowledge, or knowledge of a series of instructions. When a user recognizes the appropriate computer commands (the method) in acertain application, it is assumed that the user is capable of doing a computer-related or computeraided task. Based on this assumption, the current project explores methods of developing a computer tutoring system to convey know-how efficiently. The purpose of the project is to make novices familiar with machines and with techniques of handling multimedia for presenting design concepts. A teaching tool is designed that combines images, sounds, and movements to create an effective learning environment. The tool is a hypermedia system consisting of different software and hardware components implemented in the HyperCard. How to manipulate different media will be taught by means of cross-references, graphic display, text explanations, and background music. Hopefully, this project will suggest some useful methods for teaching CAD to novice computer users.
series DDSS
email
last changed 2003/08/07 16:36

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