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 358

_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 ‚Äúgingerbread houses‚Äů, 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 ddss9423
id ddss9423
authors Dasgupta, Shubhagato
year 1994
title A Decision Support System for Architects in the Rural Housing Situation in India
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Even a conservative estimate of the rural housing shortfall in India, is 20.6 million houses. There are three contexts under which external intervention is necessary, the endemic low housing qualityof the poor and landless, the major development projects where displaced people have to be rehoused, and rehabilitation of victims of natural disasters such as the periodic floods or unprecedented earthquakes like the recent one in Maharashtra, Central India, where we successfully applied this method. Interventions by government agencies or charity organisations, have often failed to achieve a viable sustainable habitat, primarily because of misplaced perceptions in need assessment, resulting in disrupted societies. Tailored to the Indian rural housing scenario, the study developed a participatory interface to aid architects and planners in information gathering and systematization of need assessment for input into the designing and decision-making process. The method based on field tested participatory information collection games consists of threemajor stages. The first stage involves user-interactive documentation of the baseline data. The second, involves participatory group analysis and evaluation of issues coupled with rapid interactive verification of information collected in terms ofspatial organisations and production mechanisms. The third is a tool for rapid systematised retrieval of information, for synthesis into preparation of an "user needs statement".
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 ecaade2021_103
id ecaade2021_103
authors Hussein, Hussein E. M., Agkathidis, Asterios and Kronenburg, Robert
year 2021
title Towards a Free-form Transformable Structure - A critical review for the attempts of developing reconfigurable structures that can deliver variable free-form geometries
doi https://doi.org/10.52842/conf.ecaade.2021.2.381
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 381-390
summary In continuation of our previous research (Hussein, et al., 2017), this paper examines the kinetic transformable spatial-bar structures that can alter their forms from any free-form geometry to another, which can be named as Free-form transformable structures (FFTS). Since 1994, some precedents have been proposed FFTS for many applications such as controlling solar gain, providing interactive kinetic forms, and control the users' movement within architectural/urban spaces. This research includes a comparative analysis and a critical review of eight FFTS precedents, which revealed some design and technical considerations, issues, and design and evaluation challenges due to the FFTS ability to deliver infinite unpredictable form variations. Additionally, this research presents our novel algorithmic framework to design and evaluate the infinite form variations of FFTS and an actuated prototype that achieved the required movement. The findings of this study revealed some significant design and technical challenges and limitations that require further research work.
keywords Kinetic transformable structures; finite element analysis; form-finding; deployable structures; Grasshopper 3D; Karamba 3D
series eCAADe
email
last changed 2022/06/07 07:50

_id e8b9
authors Kesler, Beatrice
year 1994
title PROGRAMME OF HABITAT WISHES - A TOOL FOR COMMUNICATION
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. 23-30
summary How to develop an attractive built environment with the desired housing and well kept outdoor conditions? As long as experts do not ask lay-people for their needs and wants, we must not be surprised that people are not interested in their environment and show a lack of care. The contribution of (future) inhabitants in the planning process can have a material and a social impact on building, improving and maintaining a neighbourhood. One of the problems that have to be solved is the question how to improve the communication between non-professionals and professionals, between inhabitants and designers (architects). Inhabitants express themselves in a simple language about the number of rooms, cupboards, size of the garden and parking place. Architects communicate in drawings of designs and talk in a technical language about functions, forms, spacial structures, light and expression. It can be helpful - is the fundamental idea in Wageningen - to develop a shared language, to start talking about activities and to use scale models in a structured process. The participation process is a sort of exploratory expedition. Good communication is a must for a successful participation process. A clear expression of the 'programme of habitat wishes' is the first step in the dialogue between inhabitants and architect. The Structural Space Planning Method is a structured process to develop a 'programme of habitat wishes' for the built environment. It can be related to all sorts of objects: houses, co-housing projects, institutions, playgrounds, streets or neighbourhoods. Full scale and scale models are part of the Structural Space Planning Method, as described by Van Dam (these proceedings). This contribution describes some practical experiences with the development of the 'programme of habitat wishes' and the effects on the participation process.
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 10:59

_id ga0231
id ga0231
authors Sparacino, Flavia
year 2002
title Narrative Spaces: bridging architecture and entertainment via interactive technology
source International Conference on Generative Art
summary Our society’s modalities of communication are rapidly changing. Large panel displays and screens are be ing installed in many public spaces, ranging from open plazas, to shopping malls, to private houses, to theater stages, classrooms, and museums. In parallel, wearable computers are transforming our technological landscape by reshaping the heavy, bulkydesktop computer into a lightweight, portable device that is accessible to people at any time. Computation and sensing are moving from computers and devices into the environment itself. The space around us is instrumented with sensors and displays, and it tends to reflect adiffused need to combine together the information space with our physical space. This combination of large public and miniature personal digital displays together with distributed computing and sensing intelligence offers unprecedented opportunities to merge the virtual and the real, the information landscape of the Internet with the urban landscape of the city, to transform digital animated media in storytellers, in public installations and through personal wearable technology. This paper describes technological platforms built at the MIT Media Lab, through 1994-2002, that contribute to defining new trends in architecture that mergevirtual and real spaces, and are reshaping the way we live and experience the museum, the house, the theater, and the modern city.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0465
authors Szövényi-Lux, Miklós
year 1994
title Virtual Future!?
doi https://doi.org/10.52842/conf.ecaade.1994.x.o0h
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. 215
summary Architecture was born long, long ago with the help of those people who first realised that they are not only building houses but, what is more important, thrilling and has been the focus of many debates, creating space. In the beginning man created space by adding and combining different volumes of masses. They thought that space can be perceived as determined by different points of orientation placed around us. Later people started to realise that perception of space is a little bit more sophisticated. Perhaps everybody has smiled at a baby who standing up for the first time in his life in his playpen, extending his hands towards objects on the nearby table physically unreachable for him. If he was an adult, people would think perhaps something is wrong with him, when he extends his hands towards things we surely know are impossible to reach from his actual position. So how come we can judge with exactitude the place of different objects in space? Maybe by the time needed for the movement to get there. Let us not forget that the baby's first real movement is when he starts to walk and then he starts to get the feeling of this three dimensional world, around which can be only realised simultaneously in space and time. Anyone can say that this is an interesting theory, but who cares? It is said that most of the architects, who are real designers have a keen sense of creating and perceiving space. They are far more interested in the perfection of the created space with all its details than anything else. And here is where a CAD program can come into the picture. Talking about a real CAD program that means from the point of view of a designer, a silent friend who never cheats or boasts, who takes him in SPACE wherever he wants to go and shows him his CREATION as an extending arm between his imagination and the reality.
series eCAADe
last changed 2022/06/07 07:50

_id ddss9406
id ddss9406
authors Bakel, Anton P.M. van
year 1994
title Assesing Strategy Questionnaire for Architectural Styles of Designing (ASQ-FASD)
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In this paper the first results will be discussed that were obtained by the Assessing Strategy Questionnaire For Architectural Styles of Designing (ASQ-FASD). This questionnaire was developed specifically for the assessment of architectural design strategies. The construction of the questionnaire will be discussed in light of previous protocol research on strategic styles of designing. With this questionnaire, we developed a tool to assess an architects design strategy in a faster, easier and more reliable way than used to be the case with conventional protocol studies and other knowledge eliciting techniques like Card Sorting, and Repertory Grid. This questionnairewas submitted in a pilot study to 10 experienced Dutch architects. R.esults show that architects do indeed have preferences for different design situations. Moreover results indicate that they havea preference with respect to their responses within such specific situations. Though the generalizability coefficient was calculated for no more than 10 architects with a value of .57 (generalizing across situations), we feel that this is reason enough to assume that the questionnaire can be used to assess design strategies of architects. These results will be discussed with respect to the development of new design and decision support tools. The fact that designers have preferences for specific design problems and that they respond differently should be considered in the implementation of user interfaces and data base technology where possible.
series DDSS
email
last changed 2003/08/07 16:36

_id c5a9
authors Batty, M. and Longley, P.
year 1994
title Fractal Cities - A Geometry of Form and Function
source Academic Press, London
summary Fractal Cities is a pioneering study of the development and use of fractal geometry for understanding and planning the physical form of cities, showing how this geometry enables cities to be simulated through computer graphics. It shows how cities evolve and grow in ways that at first sight appear irregular, but which, when understood in terms of fractals, illustrate an underlying order that reveals their complexity and diversity. The book contains sixteen pages of stunning computer graphics and explanations of how to construct them, as well as new insights into the complexity of social systems. The authors provide a gentle and intelligible introduction to fractal geometry as well as an exciting visual understanding of the form of cities, thus providing one of the best introductions to fractal geometry available for non-mathematicians and social scientists. Fractal Cities can be used as a text for courses on geographic information systems, urban geography, regional science and fractal geometry. Planners and architects will also find that there are many aspects of fractal geometry in this book relevant to their own interests. Furthermore, those involved in fractals and chaos, computer graphics, and systems theory will find important methods and examples that are germane to their work.
series other
last changed 2003/04/23 15:14

_id ddss9409
id ddss9409
authors Beekman, Solange and Rikhof, Herman G.A.
year 1994
title Strategic Urban Planning in the Netherlands
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Since the mid-1980s, several Dutch towns have initiated many urban planning and design activities for their existing area. This represented a shift in that previous urban planning projects typicallyconcerned expansion in the outskirts of the city, or urban renewal. The complex and expensive renovation of the existing housing stock rarely allowed a deep interest in urban design. Since 1985, attention shifted from the housing stock to the city as a whole. Furthermore, public andprivate actors increasingly become involved in the planning process. It became clear that a more comprehensive plan for the whole existing town or region was needed. Conventional planning instruments were considered ill-suited for this new challenge. The paper discusses promising attempts of various urban planning instruments to get a stronger but also more flexible hold on thetransformation of the urban planning area in the Netherlands. These new planning instruments have three common characteristics: (i) they give special attention to the different levels of urban management needed for different urban areas, (ii) these strategic plans provide an integral view on the urban developments, and (iii) these plans introduce a new strategy to deal with both private initiatives to transform urban sites and monitor wishes, proposals, etc. from inhabitants in the neighbourhoods. A comparative analyses of several cities indicates, however, that, in addition to these common characteristics, major differences between their strategic plans exist depending upon their historic patrimonium, economic status and planning tradition.
series DDSS
email
last changed 2003/08/07 16:36

_id 065b
authors Beitia, S.S., Zulueta, A. and Barrallo, J.
year 1995
title The Virtual Cathedral - An Essay about CAAD, History and Structure
doi https://doi.org/10.52842/conf.ecaade.1995.355
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 355-360
summary The Old Cathedral of Santa Maria in Vitoria is the most representative building of the Gothic style in the Basque Country. Built during the XIV century, it has been closed to the cult in 1994 because of the high risk of collapse that presents its structure. This closure was originated by the structural analysis that was entrusted to the University of the Basque Country in 1992. The topographic works developed in the Cathedral to elaborate the planimetry of the temple revealed that many structural elements of great importance like arches, buttresses and flying buttresses were removed, modified or added along the history of Santa Maria. The first structural analysis made in the church suggested that the huge deformations showed in the resistant elements, specially the piers, were originated by interventions made in the past. A deep historical investigation allowed us to know how the Cathedral was built and the changes executed until our days. With this information, we started the elaboration of a virtual model of the Cathedral of Santa Maria. This model was introduced into a Finite Elements Method system to study the deformations suffered in the church during its construction in the XIV century, and the intervention made later in the XV, XVI and XX centuries. The efficiency of the virtual model simulating the geometry of the Cathedral along history allowed us to detect the cause of the structural damage, that was finally found in many unfortunate interventions along time.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_43.htm
last changed 2022/06/07 07:54

_id ee23
authors Bille, Pia
year 1994
title A Study of Color
doi https://doi.org/10.52842/conf.ecaade.1994.185
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. 185-190
summary Color courses are traditionally based on exercises carried out with either water color or colored paper. Use of the computer as a tool for teaching color theory and analyzing color in architecture was the topic of a course given at the School of Architecture and Planning at the State University of New York at Buffalo, USA where I was an exchange faculty in the academic year 1993/94. The course was structured into 3 topics: color theory, color perception and application of color.
series eCAADe
email
last changed 2022/06/07 07:52

_id ee50
authors Campioli, Andrea and Talamo, Cinzia
year 1994
title IPERTEC: Hypertext Information System for Dry-assembled Building Elements
doi https://doi.org/10.52842/conf.ecaade.1994.x.b3p
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. 239
summary The experience presented concerns the study of advanced information tools for design disciplines teaching. The objectives pursued are: on one hand self-teaching according to methods that go beyond traditional technical manuals and specialized texts and that give a systemic view of the strict connections between technological culture and design poetics; on the other hand assistance during design exercises as far as references assumption and deep analysis of technical and architectural topics are concerned. The result of the research is the information system Ipertec, a hypertext handbook with didactic purposes allowing students to approach executive techniques of dry assembly.
series eCAADe
last changed 2022/06/07 07:50

_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 ddss9419
id ddss9419
authors Choukry, Maha
year 1994
title Knowledge Acquisition by Measurement: The Domain of Building Change
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper presents a study that is aimed at finding a basis for systematic knowledge acquisition. More specifically, it attempts to introduce, knowledge acquisition by measurement: a method thatallows objective evaluation of empirical observations. Measurement has proven to be a significant tool to acquire, evaluate, and upgrade knowledge in some knowledge domains. In other domains,such as the domain of building change, measurement is barely subject of study. Building change knowledge acquisition by measurement seems to become a significant subject of study for several reasons: (i) increase our objective knowledge of previous building changes, (ii) allow systematic monitoring of present changes, and (iii) assist decisions planning for change in new buildings. In current studies, questions such as what were required changes, what were the building elements that fulfilled a change, how often did a building change, and what were the costs related to a change, often get no systematic or objective answers. Hence, to overcome that, I am concerned with finding a method that is to answer the following questions: 1) What is the domain of building change; 2) Is a method of knowledge acquisition by measurement adequate to represent buildingchanges; 3) Can empirical observations of building change be systematically represented and objectively evaluated using this method; and 4) How can this method be applied to assist theunderstanding of previous changes, the control of present changes, and assist planning for building change. The method introduced is based on three modules: (i) domain of building change; (ii) modelling this domain; and (iii) measurement. These three modules enable the formulation of the measurement of building change, namely the change indicator. Multiple change indicators, such as cost change indicator, or occurrence change indicator can measure empirical observations ofbuilding change. Sequential steps that lead to the development of this method start by section 1, where the domain of building change is specified. In section 2 this domain is modelled, and in section 3, knowledge acquisition by measurement method is introduced. A case study, shows how empirical building changes can be measured is explained in section 4. In section 5, three possible applications are introduced, and in section 6, I explain how a computerized prototype would enhance the efficiency of using such applications. Findings and conclusions resulting from this study are summarized in section 7.
series DDSS
email
last changed 2003/08/07 16:36

_id ddss9421
id ddss9421
authors Daru, Roel and Adams, Wim
year 1994
title Matchmaker: An Instrument for Matching Demand for and Supply of Buildings and Revealing Specific Discrepancies
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary To match supply and demand of buildings, various approaches are possible. While artificial intelligenceis favoured by some, we think that a less 'heavy' approach can be more cost and time efficient. The casewe have chosen to exemplify our approach concerns architectural heritage. To match supply and demandwhile at the same time respecting the constraints imposed by cultural heritage, it is necessary to bringthem together and to effectuate feasibility studies in the shortest possible time. The feasibility study shouldbe served by tools allowing the various partners to communicate on the level of the match between them, translated in terms of spatial organisation and building constraints. In the past years, our designmorphology group has developed and tested a graphic-based reordering tool which has been applied to large governmental buildings, both existing and new. The same tool can be used for weighted objectives ranking and evaluation, to have a synthetic view of the combined basic preferences and differences of the involved parties as for example in a jury wise evaluation and ranking of alternative proposals. The proposed tool is the electronic and graphic version of the data and association matrices, which have been for a long time recommended for use in the preliminary phases of design. But as long as these instruments could only be drawn and redrawn on paper they were much too ineffectual and found little real application. The developed tool is connected by sub-routines to a computer aided design package, within which the spatial patterns are translated into plans and attached data bases. The matching takes place in a number of steps. The first is to describe the organisation (the demanding party) as functional units which can be made corresponding with spatial units. The prescription of spatial needs can take place in both quantitative and qualitative manners. The Matchmaker tools offer the possibility of interactive clustering of spatial needs. Another step, which can be taken concurrently, is to describe the monument in spatial units and distance relationships. The input can be generated directly within the matrix, but it is much easier, more self evident and realistic to generate this automatically from the draughted plan. The following step is the input of constraints originating from heritage preservation objectives, expressed in levels of authorised intervention. Again, the Matchmaker tools offer here the possibility of visual clustering of spatial units, their relationships and associated properties. In the next step, the matching takes place. In this step the actual positions, properties and constraints of existing spaces in the monument are compared (and visualised by discrepancies views) to the optimised and clustered spatial needs of the end user. In the following phase, the feasibility in terms of space, building fabric and costs can be appraised. Once a compromise has been attained, preliminary proposals can be designed and laid down in terms of drawings. The spatialdesigns can then again be translated into matrix views and evaluated.
series DDSS
email
last changed 2003/08/07 16:36

_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 4f23
authors Dieberger, Andreas
year 1994
title Navigation in Spatial Information Environments: User Interface Design Issues for Hypertext and VR Systems Posters
source Proceedings of the ECHT'94 European Conference on Hypermedia Technologies 1994
summary The Information City project (presented in a poster at Hypertext 93) uses the spatial user interface metaphor of a city to organize and navigate large collections of hypertextual information. As we are used to navigate real life cities the city metaphor -- enriched with magic features -- should help to navigate information structures. A first implementation of the Information City was started in a MUD system. MUDs are networked multi-user text-adventure games which usually make use of a house / city metaphor. MUDs are conceptually similar to hypertext systems and navigational findings in those systems are therefore relevant also to hypertext. While implementing the first parts of the city research into navigation in MUDs was found necessary. This poster presents some results of this navigational study and describes how knowledge in the domains of architecture and city-planning can be used to design an easy to navigate virtual city. Highlights of the results concern magic features and collaboration. Magic features extend the spatial metaphor beyond typical properties of space. An example is the hypertext link which allows tunneling through the spatial structure. Other results concern the richness of spaces (or space-descriptions) and communication between users. It seems the chief benefit of the spatial metaphor of the city is in communication about spatial relationships of information. The findings probably are valuable in designing any information system using spatial metaphors. They are especially useful for hypertext systems realized in some virtual environment -- be it a MUD or an immerse virtual reality system.
series other
last changed 2002/07/07 16:01

_id 6572
authors Fioravanti, A., Le Rose, L. and Sgueglia della Marra, C.
year 1994
title KAAD: A Didactical Experience
doi https://doi.org/10.52842/conf.ecaade.1994.x.w3w
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. 257
summary Students in the last year of their course in Building Engineering in the "La Sapienza" University of Rome study questions of architectural design of considerable complexity, since they are characterised by a marked degree of multi-disciplinary work. In the preceding years, the students acquire specialist notions in the fields of thermal behaviour of buildings, technological equipment, static security, architectural composition, programming and costs, technical and constructional details, and so on. However, there is a need for integration at design level of the disciplines learned. At the CAAD Laboratory of the Department of Technical Architecture and Town-planning Technique, with the contribution of the National Research Council, a software known as KAAD (Knowledge-based Assistant for Architectural Design) has been devised, with the aim of providing an effective aid to the activity of design.
series eCAADe
last changed 2022/06/07 07:50

_id 673a
authors Fukuda, T., Nagahama, R. and Sasada, T.
year 1997
title Networked Interactive 3-D design System for Collaboration
doi https://doi.org/10.52842/conf.caadria.1997.429
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 429-437
summary The concept of ODE (Open Design Environment) and corresponding system were presented in 1991. Then the new concept of NODE. which is networked version of ODE. was generated to make wide area collaboration in 1994. The aim of our research is to facilitate the collaboration among the various people involved in the design process of an urban or architectural project. This includes various designers and engineers, the client and the citizens who may be affected by such a project. With the new technologies of hyper medium, network, and component architecture, we have developed NODE system and applied in practical use of the collaboration among the various people. This study emphasizes the interactive 3-D design tool of NODE which is able to make realistic and realtime presentation with interactive interface. In recent years, ProjectFolder of NODE system, which is a case including documents, plans, and tools to proceed project., is created in the World Wide Web (WWW) and makes hyper links between a 3-D object and a text, an image. and other digital data.
series CAADRIA
email
last changed 2022/06/07 07:50

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