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 362

_id b9c4
authors Kim, Inhan
year 1994
title Data representations in an integrated architectural design environment
source University of Strathclyde, Dept. of Architecture and Building Science
summary The architectural design process is very complex and involves cross-disciplinary communication among many related fields. Given the further problems arising from the technological advances in building materials and construction methods, an integrated design environment becomes a central design issue. There have been many attempts to analyse and structure the design process as a uniform hierarchical framework. Most of the attempts resulted in a vague and inappropriate outcome due to the lack of understanding of architectural design complexity and inconsistent design data control sequence. A design problem cannot be comprehensively stated because the design problem has a multi-disciplinary nature and the design problem itself evolves as solutions are attempted by the designer. Therefore, an ideal CAAD system should have the capability to accommodate the multi-disciplinary nature of design and should not prescribe or restrict design concepts and design knowledge. A well designed integrated design environment provides more information and invokes creative imagination for each design stage, and therefore creative decision making by the designer can be achieved. This thesis proposes a prototype architectural design environment, Hybrid Integrated Design Environment [HIDE], which aims to integrate all applications for designing a building. Within the object-oriented design environment, a unified data model and a data management system have been implemented to seamlessly connect all applications. Development of the environment needs to consider the fundamental interaction between each module. Devising a data structure that is appropriate to an effective data communication among the various design stages is essential in a totally integrated CAAD system. The suggested unified data model organizes the structure of the design data to keep the design consistent throughout the design and construction process. By means of the unified data model, integrated CAAD systems could represent and exchange design information at a semantic level, i.e. the user’s way of thinking, such as exchanging components and features of a building rather than graphical primitives. In consequence, the unified data model reduces the misunderstandings and communication problems among the multiple disciplines of architectural design. The suggested data management system supports the consistent and straight forward mechanisms for controlling the data representation through the inter-connected modules. It is responsible for creating, maintaining, and viewing a consistent database of the design description. It also helps to perform effective data communication among the various design stages to ensure quality and time saving in the final construction of the building. To support inter-disciplinary communication of design concepts and decisions, the integrating of relevant CAAD tools is essential. In the environment, the integration of CAAD tools has been performed on the basis of how well computerized design tools can assist designers to develop better solutions, enabling them to manipulate and appraise varying solutions quickly and with a minimum of effort in an environment conducive to creative design. A well designed user interface system can also benefit the seamless working environment. The proposed user friendly interface system allows a user to explore the environment in a highly interactive manner. From the development of the early data model to the final design, a user could benefit from the prototypes and methods of the user interface system. The ultimate goal of the prototype environment is to suggest a future design environment which helps the architect to have minimum discontinuity in his creativity and make the design process similar to the natural design process with the help of a set of design assistance modules. A prototype version of HIDE has been implemented and a demonstration of the environment is part of this thesis.
series thesis:PhD
email
last changed 2003/02/12 22:37

_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 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 ddss9470
id ddss9470
authors O'Brien, William J. and Fischer, Martin A.
year 1994
title Boundaries, Interdependence, and Coordination in ConstructionNetwork Organizations
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Of the profileration of new business paradigms in recent years, one of the primary foci has been building closer relationships between firms in the value adding chain. Lean production, which encompasses J1T, supply-chain management, and TQM/continuous improvement, has provided an important paradigm for reorganization of business practices and is in the process of revolutioni-zing western mass production industries, particularly the automotive industry. While lean production is attractive, it is not appropriate for all industries or production requirements. Lean production works best within a relatively stable production volume and stable range of products. "Mass customization" has proven difficult for accomplished lean producers such as Toyota, and requires a different set of organizational disciplines than those used in lean production. For example, in the lean production paradigm, relationships with suppliers are long-standing and steady, while in a mass customization paradigm, relationships with and between long-term suppliers will vary over time, and new suppliers will enter and leave the organization in a transient fashion. The organization form appropriate to mass customization is the network organization (also known as the virtual corporation in the popular business press), of which construction project organization is an instance, At the project level, we examine construction organization in the context of network organization theory. In particular, we examine boundaries between firms to highlight problems of coordination in a multi-firm environment, and the interdependencies that arise due to coordination needs. We provide a conceptual framework to describe these aspects of construction network organization, and discuss ways that different construction firms are dealing with coordination and boundary problems by rethinking contractual relationships and building closer ties with other firms in the network.
series DDSS
last changed 2003/08/07 16:36

_id 4f13
authors Ronchi, Alfredo M.
year 1994
title A Brief History of CAAD in Italy
doi https://doi.org/10.52842/conf.ecaade.1994.x.f3n
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 227
summary Twenty years of revolution, from the middle '70 to the middle '90. Many things have changed since the origins of computer graphics and computer aided design in architecture. We started teaching drafting on terminals which connected to mini computers, complex procedures or sets of graphics libraries working with keywords, vectors and storage screens. The next step was devoted to the discovery of workstations in the early '80's, where the user sat face on to the whole power of a multitasking system. At that time to use up to 16 time sharing processes running on the same work station seemed to have no practical use at all. Fortunately someone (ie Xerox PARC laboratories) at the same time started to develop the so-called GUI. Graphical user interface started a revolution in human/machine interface (ie Smalltalk). The desktop metaphor, the use of multiple windows and dialogues joined with icons and pop up menus let the user manage more applications and, even more important, created a standard in application/user interface (CUA). In the meantime focus had moved from hardware to software, systems being chosen from the software running. The true revolution we have seen starting from that base and involving an ever increasing number of users was the birth of PC based applications for CAAD. Generally speaking nowadays there are three main technologies concerning teaching: communication, multimedia and virtual reality. The first is the real base for future revolution. In the recent past we have started to learn how to manage information by computers. Now we can start to communicate and share information all over the world in real time. The new age opened by fax, followed by personal communication systems and networks is the entry point for a real revolution. We can work in the virtual office, meet in virtual space and cooperate in workgroups. ATM and ISDN based teleconferencing will provide a real working tool for many. The ever increasing number of e-mail addresses and network connections is carrying us towards the so called 'global village'. The future merger between personal digital assistant and personal communication will be fascinating. Multi & HyperMedia technology is, like a part of VR, a powerful way to share and transfer information in a structured form. We do not need to put things in a serial form removing links because we can transfer knowledge as is. Another interesting and fundamental aspect typical of VR applications is the capability to change cognitive processes from secondary (symbolic - reconstructive) to primary (perceptive - motory). In this way we can learn by direct experience, by experiment as opposed to reading books. All these things will affect not only ways of working but also ways of studying and teaching. Digital communications, multimedia and VR will help students, multimedia titles will provide different kinds of information directly at home using text, images, video clips and sounds. Obviously all those things will not substitute human relationship as a multimedia title does not compete against a book but it helps.

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

_id 5dff
authors Bricken, M.
year 1994
title Virtual Worlds: No Interface to Design
source Cyberspace - First Steps, M.Benedikt ed, MIT Press
summary In a virtual world, we are inside an environment of pure information that we can see, hear, and touch. The technology itself is invisible, and carefully adapted to human activity so that we can behave naturally in this artificial world. We can create any imaginable environment and we can experience entirely new perspectives and capabilities within it. A virtual world can be informative, useful, and fun; it can also be boring and uncomfortable. The difference is in the design. The platform and the interactive devices we use, the software tools and the purpose of the environment are all elements in the design of virtual worlds. But the most important component in designing comfortable, functional worlds is the person inside them. Cyberspace technology couples the functions of the computer with human capabilities. This requires that we tailor the technology to people, and refine the fit to individuals. We then have customized interaction with personalized forms of information that can amplify our individual intelligence and broaden our experience. Designing virtual worlds is a challenging departure from traditional interface design. In the first section of this chapter I differentiate between paradigms for screen-based interface design and paradigms for creating virtual worlds. The engineer, the designer, and the participant co-create cyberspace. Each role carries its own set of goals and expectations, its own model of the technology's salient features. In the second section of the chapter I address these multiple perspectives, and how they interrelate in the cooperative design process. In conclusion, I consider broader design issues, including control, politics, and emergent phenomena in cyberspace.
series other
last changed 2003/11/21 15:16

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

_id 2fc4
authors Linzer, H., Martens, B. and Voigt, A.
year 1994
title The Integration of Virtual and Full-Scale Modelling
doi https://doi.org/10.52842/conf.ecaade.1994.147
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. 147-151
summary Practically every design- and planning activity aims at its ultimate realization in the built environment. Any respective decisions are generally taken on the basis of substitutes of the original. Yet, the true spatial dimensions and proportions can be conceived on a 1:1 scale "without any mental detour". Moreover, the interaction of light, colour and material is best represented in the 1:1 model. One of the main reasons why physical 1:1 models are rarely constructed is certainly the unbalanced economic relation between expenditure and resulting use. Therefore, representation by means of less expensive virtual models has taken a preeminent position. However, a balanced combination of physical and virtual models in full-scale according to area- and problem-type, degree of details and scale is likely to become increasingly important in the future. It is not the aim of Simulation Aided Architectural Design (SAAD) and Simulation Aided City Development (SACD) to do completely away with existing working procedures and planning techniques, but to act supplements promoting the integration of traditional and new simulation techniques by an-ticipating "realities" aimed at the best-suited design of a common living space. Furthermore, the generation of visions and utopian schemes may add to an enhancement as far as spatial development and design are regarded within the issue of falsification and verification of spatial developments.
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/
last changed 2022/06/07 07:59

_id ddss9482
id ddss9482
authors Schmitt, Gerhard N.
year 1994
title Interaction with Architectural Cases in a Virtual Design Environment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The prime business of architecture is change through design. While most architects will welcome any tool which supports this activity with minimal effort, they will not embrace a tool which either seems to automate design or requires major efforts to understand and use. Conventional databases - be it in the form of books or computer applications - are normally in a serving function to support the activity of design and to provide reference. Visual databases have a long history in architecture in the form of drawings, photographs and, more recently, computer-captu-red or computer-generated images. Whereas the first computer-based image libraries closely followed the existing paradigm of existing paper-based libraries, new developments both in software and in computing media offer different opportunities. Knowledge-based and case-based descriptions of architectural features increasingly replace the traditional, passive representations. While in the past these images were subject to more or less random interpretations, the new computer-based images are only one representation of a model which includes many other aspects. The visual aspects of a building are thus no longer restricted to the finished drawing, but new representations of the abstractions of a building become possible. True and direct interaction with visually presented objects thus becomes a reality. The paper presents a prototype of a visual database in a virtual design environment in its critical aspects: (i) the architectural content and representation of such a database and the criteria for the cases in it, (ii) the enabling computing and software environment, and (iii) three practical applications. The prototype is presently being implemented in the Architectural Space Laboratory (ASL) in the Department of Architecture at ETh Zurich.
series DDSS
email
last changed 2003/08/07 16:36

_id a43d
authors Kim, Inhan
year 1994
title Unified Data Organization and Management in an Integrated Design Environment
doi https://doi.org/10.52842/conf.ecaade.1994.x.k7n
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. 254
summary The architectural design process is very complex and it is not easily confined to a single design environment. As the design process gets more complex due to the technological advances in building materials and construction methods, an integrated design system becomes a central design issue. To have an integrated design system, all applications should be integrated in a unified environment within which there should be a data structure to facilitate an effective data communication among the various design stages and data control facility to seamlessly connect all these applications. A primary purpose of this work is to suggest an object oriented architectural design environment for the essential part of the seamless environment for designing a building. Within the object-oriented design environment, a unified data model and detailed data control module have been implemented to seamlessly connect all these applications. The unified data model organizes the structure of the design data to keep the design consistent throughout the design and construction process. It also helps to do effective data communication among the various design stages to ensure quality and time saving in the final construction of the building. The data management module supports the consistent and easy mechanisms in controlling the data representation through the inter-connected modules. It is also responsible for creating, maintaining, and viewing a consistent database of the design description. In the suggested design environment, each architectural element partially describes the model and individual elements are aggregated hierarchically. Some parts of the projection are defined and other can be inherited from above. Also, creation of an improved or new design element can easily be accommodated in the environment. The integrated database in the suggested environment is the basis by which design data can be shared among the design tools of the design environment. The database organizes the design description within each representation, correlates equivalent descriptions across the representations, and attempts to maintain these correspondences as the design incrementally evolves.

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

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

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

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

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

_id ddss9420
id ddss9420
authors Christie, Colin Ian
year 1994
title User Interfaces and Systems for Remote Design Working on ISDN Systems
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper will discuss the requirements and possible configurations of user interfaces suitable for remote working multi-disciplinary design practices. Telecom companies throughout Europe are making heavy investments in digital communication technology (ISDN). The networks being created will form a standard method of high speed data transfer which can be readily accessed by any computer hardware platform. There are great opportunities for remote working by design groups, not simply sharing data but also interactive working and video communications. Digital communications provide the electronic arterial system to the new field of remote computing,whilst cheap and effective hardware and software support systems provide readily usable platforms on which to build remote multi-disciplinary design practices where the exploitation of specialistknowledge and skills is not limited by traditional methods of communication. ISDN networks allow real time video, voice and design software interaction - indeed, everything except the designer's physical presence. However as with all computer technology and indeed communications technology the user interface which gives access and control is vitally important. The user interface should provide the following features: be transparent to the user and simple and reliable to operate; allow an interactive window/s into the remote site's design information whatever the type of application being dealt with; carry out data compression, file transfer and file management procedures with minimum input from the user; cause no conflicts with design software or secondary applications;be able to access different platforms.
series DDSS
last changed 2003/08/07 16:36

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_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 68c8
authors Flemming, U., Coyne, R. and Fenves, S. (et al.)
year 1994
title SEED: A Software Environment to Support the Early Phases in Building Design
source Proceeding of IKM '94, Weimar, Germany, pp. 5-10
summary The SEED project intends to develop a software environment that supports the early phases in building design (Flemming et al., 1993). The goal is to provide support, in principle, for the preliminary design of buildings in all aspects that can gain from computer support. This includes using the computer not only for analysis and evaluation, but also more actively for the generation of designs, or more accurately, for the rapid generation of design representations. A major motivation for the development of SEED is to bring the results of two multi-generational research efforts focusing on `generative' design systems closer to practice: 1. LOOS/ABLOOS, a generative system for the synthesis of layouts of rectangles (Flemming et al., 1988; Flemming, 1989; Coyne and Flemming, 1990; Coyne, 1991); 2. GENESIS, a rule-based system that supports the generation of assemblies of 3-dimensional solids (Heisserman, 1991; Heisserman and Woodbury, 1993). The rapid generation of design representations can take advantage of special opportunities when it deals with a recurring building type, that is, a building type dealt with frequently by the users of the system. Design firms - from housing manufacturers to government agencies - accumulate considerable experience with recurring building types. But current CAD systems capture this experience and support its reuse only marginally. SEED intends to provide systematic support for the storing and retrieval of past solutions and their adaptation to similar problem situations. This motivation aligns aspects of SEED closely with current work in Artificial Intelligence that focuses on case-based design (see, for example, Kolodner, 1991; Domeshek and Kolodner, 1992; Hua et al., 1992).
series other
email
last changed 2003/04/23 15:14

_id 211f
authors Giangrande, A., Marinelli, A.M. and Sansoni, C.
year 1994
title A CAAD Based Method for Designing Industrial Plants in Sensitive Landscapes
doi https://doi.org/10.52842/conf.ecaade.1994.075
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. 75-83
summary The protection and management of the visual landscape require new conceptual and operative tools to better link (integrate) the creative and the evaluation phases of the design process. These tools should aid the designer to take into account and evaluate the visual impact of a new project from the early steps of the process: that is the same as saying that we have to upset the logic of EIA (Environmental Impact Assessment), a procedure that usually is applied when the project is finished or is coming to an end. This paper illustrates the first results of a research that aims to produce a system to aid the designer of buildings or infrastructures — industry plants, transport systems, etc. — that could generate a strong impact on the surrounding landscape. To this end we applied some methods and techniques which was worked out in scientific fields that have developed a lot in the late years: MCDA (Multi-Criteria Decision Aid) and CAAD (Computer Aided Architectural Design). The paper describes a software prototype to aid design of industrial installations for the early design phases.

series eCAADe
email
last changed 2022/06/07 07:51

_id aeeb
authors Grant, M. and Paterson, I.
year 1994
title Urban Modelling
doi https://doi.org/10.52842/conf.ecaade.1994.135
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. 135-139
summary This project was an investigation into the application of Urban Information Systems [UIS] based on 3-Dimensional computer models. The research centred on a collaboration between the Architecture and Buildings Aids Computer Unit, Strathclyde [ABACUS] and the Edinburgh Old Town Renewal Trust [EOTRT] to develop a detailed computer model of Edinburgh's old town. The area of particular interest is the development of an interface to a database of property related information. This provides a means of analysing the multi-layered and multi-dimensional spatial data which is characteristic of urban environments. The research also investigated how, by using multi media technology as a data integration tool , urban models could be used to improve decision making in the framework of urban management.

series eCAADe
email
last changed 2022/06/07 07:51

_id 807e
authors Maver, Thomas W. and Petric, Jelena (Eds.)
year 1994
title The Virtual Studio [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.1994
source eCAADe Conference Proceedings / ISBN 0-9523687-0-6 / Glasgow (Scotland) 7-10 September 1994, 262 p.
summary ECAADE was established in 1982 with the intention, across Europe, of facilitating the adoption of the Information Technologies - particularly Computer Aided Architectural Design (CAAD) - within the system of architectural education. The Association, in the 12 years of its existence, has grown in its membership (now close to 350) and in its importance. The annual conferences (Delft 82, Brussels 83, Helsinki 84, Rotterdam 85, Rome 86, Zurich 87, Aarhus 89, Budapest 90, Munich 91, Barcelona 92 and Eindhoven 93) now number 12 and this volume records the 70 or so contributions to the Conference held in Glasgow over the period 7-10 September 1994.The proceedings are arranged according to a number of themes. Theories and Ideas, Teaching and Learning, Visualisation, Multi-Media, Virtual Reality, Virtual Design Studios, Functional Analysis, Design Support Systems and Surveys of Activity. The Conference featured 'long presentations'; and 'short presentations'; the length of these presentations is reflected in the two main sections of this text. To preserve the spirit of conference communication and ensure the rapid dissemination of ideas in a fast grown community of polyglot Europeans, no changes to the papers, which were submitted in Apple Mac and/or PC diskettes, have been imposed; you see them as they were submitted and as the authors intended.
series eCAADe
email
last changed 2022/06/07 07:49

_id 02a1
authors Mirabelli, P., Fortuzzi, A., Petric, J. and Maver, Th.
year 1994
title Archive of European Architecture : A Proposal for Collaborative Action
doi https://doi.org/10.52842/conf.ecaade.1994.029
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. 29-35
summary Advances in information technology - particularly in multi media - offer a major challenge to the European Schools of Architecture. This paper proposes a collaborative venture in the compilation of an Interactive Multi-Media Archive of great european Architecture (IMAGE:A). It envisages an agreed specification and common mediums for access to and development of the archive. Discussion of this important initiative will, hopefully, feature throughout the Conference.
series eCAADe
email
last changed 2022/06/07 07:58

_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
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