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 393

_id 6dc4
authors Moeck, Martin and Selkowitz, Steven
year 1995
title A Computer-Based Daylight Systems Design Tool
doi https://doi.org/10.52842/conf.acadia.1995.261
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 261-279
summary Currently numbers like illuminance or glare index are used for the evaluation of daylight system designs. We propose to use photorealistic pictures in addition to numbers as a way to assess the quality of a design solution. This is necessary since numbers-based performance criteria, that are currently in use, are either not sufficient to evaluate performance, or they require expert knowledge for interpretation. The paper discusses the implications and ramifications of this approach.
keywords interactive Simulation, Non-numerical Performance Criteria, Photorealism, Visual Comfort, Performance Based Visualization, Indirect Evaluation of Performance
series ACADIA
last changed 2022/06/07 07:58

_id a91e
authors Deering, M.
year 1995
title Holosketch: A virtual reality sketching/animation tool
source ACM Transactions on Computer-Human Interaction, 2(3), pp. 220-238
summary This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D “What-You-See-Is-What-You-Get” environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
series journal paper
last changed 2003/04/23 15:50

_id 5e49
authors Deering, Michael F.
year 1996
title HoloSketch: A Virtual Reality Sketching/Animation Tool Special Issue on Virtual Reality Software and Technology
source Transactions on Computer-Human Interaction 1995 v.2 n.3 pp. 220-238
summary This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D "What-You-See-Is-What-You-Get" environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
keywords Computer Graphics; Picture/Image Generation; Display Algorithms; Computer Graphics; Three-Dimensional Graphics and Realism; Human Factors; 3D Animation; 3D Graphics; Graphics Drawing Systems; Graphics Painting Systems; Man-Machine Interface; Virtual Reality
series other
last changed 2002/07/07 16:01

_id 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id 890b
authors Jakimowicz, Adam
year 1995
title Architecture not Aided – Architecture Transformed
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 193-207
summary Permeating of new technologies (computer aided design) into architectural design causes essential changes in its structure. It is the process, set of mutually interrelated different social, political, cultural occurrences, which happen in the present time. Everything what is new, brings either fear or unreliable expectations. The reflection is needed to name what we will have to deal with in architecture. Architecture is not a stable sphere, and as other disciplines is subject to processes of change, which result from the specificity of the time. We need to be aware of the consequences these processes could cause. I located them in six general fields: 1.) Transformation of the tool traditional tools - set of singular, autonomous, mono-functional devices, which together make the environment; computer - one tool consisting of non-autonomous internal and external units, multifunctional; itself it is the environment, system; 2.) Transformation of the medium. As the medium is the message (M.McLuhan), so the essence of media is transmission. Traditional transmission in architectural design is direct (transmission is equivalent to recording, notation), computer based transmission is indirect (transmission is not equivalent to recording); 3.) Transformation of perception, imagination and thinking. Perception - in the process of design directly relates to media Indirect transmission - causes also rupture in direct relation between record and perception (mainly in modelling); simulated object is a stage in the process. Imagination, thinking - influenced with perception, with data transmitted from the medium - can be seen as inspiration; 4.) Transformation of cooperation and communication. It is to be done by elimination of some of intermediate stages in the design process and use of multimedial communication systems (Internet); 5.) Transformation of methodology. Same as in 4 with the possibility of simultaneous shifting in the hierarchy of design stages - almost full reversal of the process possible (regardless of individual methodology) - if needed of course; 6. Transformation of architecture itself. This concerns very deeply point 3 - and it rooms that natural consequences of the changes in perception, imagination and thinking should result in the new understanding of architecture - not as electronic methaphone, but as a sphere relevant (?!) to the vision of the world, which, as we see, is dramatically changing. The basic issue to accept is that this vision of the world should be interpreted individually. Personally.
series plCAD
email
last changed 2000/01/24 10:08

_id ddss9464
id ddss9464
authors McCartney, Kevin and Ismail, Ashraf Lotfy R. M.
year 1994
title A Tool for Conceptual Design Evaluation Based on Compliance with Supplementary Planning Guidance and Local Planning Policies
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The need has been established for a computer based decision support tool to use during the conceptual stages of architectural design. The main functions are being designed in order to check design compliance with the requirements of local planning authorities; with regards to building size, height, plot ratios, circulation and accessibility, and the preservation of natural features on site. The measures to determine proper evaluation will be based upon site-development briefs, and design guides produced by the local planning authorities. This tool is being developed to operate under AutoCAD environment; the construction industry standard computer aided design software, following standard layering convention, integrated command lines, and pull-down menus. It will also provide many functions for editing two and three dimensional drawings specifically for the environmental analysis tasks. In addition to the common graphical output of Aut0CAD; i.e. plans, elevations and three dimensional models, the tool will generate textual analysis of the design in report format to use as part of the Environmental Impact Statement of proposed development. The speculative tool's functions will be based upon the result of two types of field studies. First, interviews and questionnaires will be carried out tailor-made for architects and planners of both private and public sectors. These will cover issues related to the performance of Computer Aided Architectural Design applications with regard to the evaluation of design schematics, and decision-making for the production of materials for environmental statements. Second, field observation will be carried out to observe the concerned professionals as decision-makers while assessing building design proposals. A prototype will be designed and then tested against the expectations of the tool designer, then the tool performance will be evaluated by a team of professionals participated in the field studies. A critical analysis of the prototype design methodology and the concluding study findings will be documented as part of a postgraduate research thesis to be completed in June 1995.
series DDSS
last changed 2003/08/07 16:36

_id 6cd7
authors Setiadarma, E., Noble, D. and Kensek, K.
year 1995
title Shading Mask: A Teaching Tool for Sun Shading Devices
doi https://doi.org/10.52842/conf.acadia.1995.243
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 243-251
summary Sun shading devices, either as parts of a building or separately placed from a building facade, affect natural lighting and ventilation, solar gain, and overall building performance. The role of sun shading devices or solar radiation control systems is taught at every school of architecture. Yet, only a few architecture students, architects, and designers have applied them to reduce glare, control light intensity, radiation, and minimize cooling load on their projects. Using a well-designed computer program to teach, and re-teach when necessary, the use of sun shading devices is more understandable, clear, and interesting than reading a book on the same topic. Having a readily available tool would also encourage architects and designers to use the shading devices as a method of conserving energy and lowering operating cost in the buildings that they design. Visual Basic 3.0 was chosen as the development language for this Windows-based program. SHADING MASK uses Edward Mazria's rectangular sun path diagrams as a basis. The program explains basic theory of solar control; generates sun path diagrams; allows the design of overhead, side, and eggcrate shading devices; calculates solar angles and shading masks; and provides case studies of actual buildings.

series ACADIA
email
last changed 2022/06/07 07:57

_id e092
authors Streilein, André and Hirschberg, Urs
year 1995
title Integration of Digital Photogrammetry and CAAD: Constraint-Based Modelling and Semi-Automatic Measurement
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 35-47
summary The integration of state-of-the-art photogrammetric methods with the capabilities of CAAD has great potential for a variety of architectural applications. This paper describes the current status of an ongoing research project which aims to develop an easy to use tool for the photogrammetric generation of accurate, reliable and well structured 3D CAAD models of architectural objects. The system essentially consists of a standard CAAD package to which additional functionality was added and a Digital Photogrammetry Station (DIPS), providing semi-automatic computer measurement. The paper concentrates on two main issues in the design of the system: the data-integration and the CAAD-based 3D feature extraction. The data-integration is achieved using a knowledge-base. On top of an adequate data-transfer between the two systems this knowledge-base enables constraint-based modelling in CAAD and qualitatively controlled measurement in DIPS. In the section about Digital Photogrammetry we describe the 3D feature extraction procedure in detail and point out how the qualitative control can be achieved. A practical example is used to illustrate the performance of the system.
series CAAD Futures
email
last changed 2003/06/10 12:12

_id e75d
authors Achten, H., Dijkstra, J., Oxman, R. and Bax, Th.
year 1995
title Knowledge-Based Systems Programming for Knowledge Intensive Teaching
doi https://doi.org/10.52842/conf.ecaade.1995.139
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. 139-148
summary Typological design implies extensive knowledge of building types in order to design a building belonging to a building type. It facilitates the design process, which can be considered us a sequence of decisions. The paper gives an outline of a new approach in a course teaching typological knowledge through the medium of Knowledge-Based Systems programming. It demonstrates how Knowledge-Based Systems offer an appropriate structure for analysing the knowledge required to implement typological design. The class consists of third-year undergraduate students with no extensive previous programming experience. The implementation language is AutoLISP which operates in the AutoCAD environment. The building type used in the course is the office building. in order to become acquainted with both building type and programming in AutoLISP, information and instructions have been gathered and prestructured, including a worked out analysis and AutoLISP code. Office plans are generated through use of the Knowledge-Based System. They are encoded in the form of frames. At the end of the course the students will have learned the basics of Knowledge-Based Systems, have been introduced to programming these systems, have analysed and reflected upon the design process, and gained insight into a specific building type.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_18.htm
last changed 2022/06/07 07:54

_id c078
authors Allegra, M, Fulantelli, G. and Mangiarotti, G.
year 1995
title A New Methodology to Develop Hypermedia Systems for Architecture History
doi https://doi.org/10.52842/conf.ecaade.1995.043
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. 43-52
summary This paper illustrates a research project concerning the analysis of architectural works through a comparative study based on hypermedia tools; by exploring the hypermedia, users can find the main subjects relative to the "method " of architectural planning. The use of multimedia in architecture allows the integration in a single system of different types of information which are necessary for the description of a work. texts, designs, photos and sounds. In addition, the hypertext information structure allows the direct intervention on analyzed projects, by pointing out the more important themes and their relationships. Users have the opportunity to immerse themselves in hypermedia and choose the subject to navigate through on each occasion. Our research project aims at developing a prototype concerning two architects. I.L.Kahn and F.L. Wright. The development methodology is based on the key role played by the components of architectonic works, thus allowing users to compare them in a simple and correct way. The methodology used in this work can be extended to other architects or periods, by simply changing the possibility of navigation, i.e. by changing the reading keys.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_6.htm
last changed 2022/06/07 07:54

_id 0bbb
authors Alshawi, Mustafa
year 1995
title Dynamic Generation of Design Plans at the Brief Stage
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 219-228
summary The traditional approach to design and construction suffers from many limitations. As the technology becomes more available to the average users, the need for an effective and efficient solution has never been greater. This paper introduces an alternative approach to the life cycle of construction projects "application controlled process". Based on this approach, a framework for an Integrated Construction Environment (ICE) has been developed and implemented in a prototype demonstrator "SPACE" (Simultaneous Prototyping for An integrated Construction Environment). This paper is only concerns with those parts of the ICE which are relevant to the dynamic generation of design drawings. The NIRMANI system aims at generating a schematic design by retrieving previous design solutions that match the problem specification from a multimedia case library. While the Bay Design Systems aims at re-adjusting the produced design solution to minimise construction problems.
keywords Integrated Environments, Case-Based Design, Project Life Cycle, Integrated Construction Environment
series CAAD Futures
email
last changed 2003/11/21 15:15

_id c642
authors Andersen, T. and Carlsen, N.V.
year 1995
title Software design of maintainable knowledge-based systems for building design
source Automation in Construction 4 (2) (1995) pp. 101-110
summary Identifying and establishing a basic structure for knowledge representation is one of the keys to successful design of knowledge-based computer systems. In Building Design and Construction, this initial knowledge structure can be achieved by utilizing a query driven approach to software engineering. As (user) queries reflect the user's demand for in/output, it is natural to link the overall user dialogue with key elements in the knowledge base direct connections between user screen and objects in the knowledge base support prototyping and testing the application during development. However, the price for pursuing this approach in its pure form can be high, as needs for later maintenance and augmentation of the system can be very hard to fulfill. To overcome these problems, a strict user interlace, software separation strategy must be. introduced at early stages of software design. and implemented as a global control module as independent of the knowledge processing as possible.
keywords Knowledge-based; Query driven: Software design; User interlace: Separation; Maintainable systems
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:35

_id df4b
authors Angulo Mendivil, Antonieta Humbelina
year 1995
title On the Conceptual Feasibility of a CAAD-CAAI Integrated Decision Support System: A Computer Aided Environment for Technical Decision Making in Architecture
source Delft University of Technology
summary This document addresses two questions: What are the ultimate means of design support we can offer to the architect, and how can we devise them? We are not the first ones to address these questions, neither the first ones to point our finger in the direction of Decision Support Systems for such purposes. Nevertheless, we may be among those scholars that understanding 'Decision Support" in terms of "Learning Support", are willing to explore the implications that such an understanding assumes for the concept of Decision Support Systems. Our exploration in such regards has shown us that knowledge application and knowledge acquisition cycles describe a continuum, and that such cycles, encapsulated in our "Practice Based Learning" and "Continuing Professional Development" dynamics are present in both our instructional and professional environments. From such a perspective, our scope regarding feasible Decision Support Systems is not restricted to the use of CAAD instrumental resources, but expanded into a context of CAAD-CAAI integration. Throughout this document we conceive a system that blends CAAD and CAAI resources looking forward to the creation of a Support Environment that seeks to motivate a reflective attitude during design, in such a way, upgrade our capability for acquiring as well as applying knowledge in design. In instrumental terms, this document explains how mainstream CAAD developments in the field of "Intelligent Front End Technology" and CAAI developments in the field of "Knowledge-based Curricular Networks" can complement each other in the establishment of a Decision Support System of trans-environmental relevancy. As an application framework for the concept and instrumental base described above, this document presents an image of the kind of decision-making model that it will intend to support, the kind of task support model it will look forward to implement, and the kind of general instrumental layout it will require. On the basis of such an instrumental layout, the system that is hereby outlined can be regarded as a "CAAD-CAAI Integrated", "Intelligent", and "User-Oriented" Interface System.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 8378
authors Arlati, Ezio
year 1995
title Patriarch: A Hypermedia Environment for the Support of Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1995.187
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. 187-198
summary This paper reports on current research in the field of architectural design and knowledge- based systems, through the conception and implementation of two software tools operating as a part of an integrated hypermedia environment denominated PatriArch. Main concern of this set of tools operating in PatriArch is the support of design since the very beginning, in that phase of not yet correctly explored or interpretated constraints and of scarcely specified goals, in which an initial solution model - provisionally composed of fragments of supposed fitting ideas - for the design theme has to take place. The creative activity of the designer is assumed as an 'intentional planning activity' that represents the acquired level of knowledge of the network of connections defining the nature, function, shape in the space etc. of the increasingly integrated solution-model: the final design will be an evolution of this - and other competitive and concurrent - models. PatriArch is meant to be the environment containing and allowing the representation of this evolution through its ability of linking the fragments of designers' knowledge, supported by an integrated relational data base: Sysinfo. These works were conceived inside an educational software development program for architecture students.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_25.htm
last changed 2022/06/07 07:54

_id 2a49
authors Asanowicz, Aleksander
year 1995
title Multimedia Versus Ugliness of the City
doi https://doi.org/10.52842/conf.ecaade.1995.389
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. 389-394
summary This paper presents a method of using multimedia techniques in order to solve problems of visual pollution of city environment. It is our observation that human - inducted degradation of city environmental results not only from neglect and vandalism but also from well - intentioned but inappropriate preservation actions by uninformed designers and local administrations. Very often, a local municipality administration permit to erect an ugly, bad-fitting surroundings houses. It is usually connected with lack of informations about certain areas of a city, its features, characteristic and about present and earlier buildings. Therefore there was an experiment - a complex programme aiding the decision process as a part of the CAMUS system (Computer Aided Management of Urban Structure) which is created at Faculty of Architecture TUB. One of the integral parts of it is a block, which has been called "How would it be like to be nice around". One of the basic elements of that system is a town data base consisting of the independent knowledge - based systems, working together in a distributed computing environment. City administration will have access to each information from multimedia data-base. Multimedia is also having and impact on the effectiveness of decision process in urban planning and in our fight with ugliness of the city.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_46.htm
last changed 2022/06/07 07:54

_id 00ae
id 00ae
authors Ataman, Osman
year 1995
title Building A Computer Aid for Teaching Architectural Design Concepts
doi https://doi.org/10.52842/conf.acadia.1995.187
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 187-208
summary Building an aid for teaching architectural design concepts is the process of elaborating topics, defining problems and suggesting to the students strategies for solving those problems. I believe students in Environment and Behavior (E&B) courses at Georgia Tech can benefit greatly from a computer based educational tool designed to provide them with experiences they currently do not possess. In particular, little time in the course (outside lectures) is devoted to applying concepts taught in the course to the studio projects. The tool I am proposing provides students with an opportunity to critique architectural environments (both simple examples and previous projects) using a single concept, "affordances". This paper describes my current progress toward realizing the goal of designing a tool that will help the students to understand particular concepts and to integrate them into their designs. It is my claim that an integrative and interactive approach - creating a learning environment and making both the students and the environment mutually supportive- is fundamentally more powerful than traditional educational methods.

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

_id c6bb
authors Bottelli, Valeria and Fogh, Christian
year 1995
title Galathea: A Case-Based Planning Tool for Knowledge Navigation in the Architectural Design Process
doi https://doi.org/10.52842/conf.ecaade.1995.427
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. 427-436
summary We report on an on-going Ph.D. research aimed at the analysis of the nature of process knowledge in architectural design and the development of a conceptual model for a case-based navigation tool for its support. We describe architectural design from a process viewpoint and assume it as a form of intentional planning, leading from an initial state configuration toward a desired situation, by means of an incremental specification of goals, constraints and involved variables. We consider the very essence of design and of the specific professional skill characterising designers as the continual recursive transformation of the initial solution model, in order to map the desired state onto the enacted one and the capability to govern a number of continually changing variables in this direction. On the basis of this general concept of the design process, we describe the model of Galathea, a case-based planning tool, aimed at progressively representing the enlarging space of acquired knowledge, and at supporting the designer´s central role in the management of the design process.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_50.htm
last changed 2022/06/07 07:54

_id ebc4
authors Brusasco, Pio Luigi and Caneparo, Luca
year 1995
title Coordinative Model of Design and Building Process
doi https://doi.org/10.52842/conf.ecaade.1995.297
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. 297-306
summary The paper presents a coordinative model of the design and building process. It is divided into three main sections. The first presents a brief formalization of the model and of its representations, respectively the argumentative, rhetorical and semantic graphs. The second introduces the framework adopted for the development of the model, and describes the two main sub- systems: communicative and coordinative. The third presents the computer implementation, based on the Client,/Client model for the communicative system and on the Client/Server for the coordinative system.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_36.htm
last changed 2022/06/07 07:54

_id ff05
authors Butelski, Kazimierz
year 1995
title A Brief Note on Virtual Space
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 83-92
summary In its efforts to represent space, and then create architecture on the basis of this representation, humanity has taken three major steps. STEP 1. Representation of space in the form of a drawing or model; representations compared to the mental vision and then redrawn or remodelled, until the vision takes the shape of a finished building. This technology of design" followed different conventions, depending on the epoch. In the Middle Ages the method of approximation by triangles was introduced. The Renaissance used Projection, Elevation and Cross-Section. In order to construct a building, a flat, abstract representation is used, supplemented by a model showing spatial relations and a verbal description, impossible to convey graphically. STEP 2. Methods as in Step 1, but, beginning in the 1970s, with the use of computers, which allows also for the gradual integration of these methods in one program. Theoretically speaking, all necessary data can be now recorded, visualized, animated, etc., on a PC class computer. The design-aid software is based on the method of creating a 3D model of the whole building, and then generating the rest (projections, cross-sections) from it. STEP 3. The above step have - brought us to near- perfection in photorealistic representation of space, which remains, however only a 2D abstraction from 3D space. The next step, which is now taking place before (and in?) our very eyes, is to use systems which bring us directly into 3D space.
series plCAD
last changed 2000/01/24 10:08

_id 05f7
authors Carrara, G., Confessore, G., Fioravanti, A. and Novembri, G.
year 1995
title Multimedia and Knowledge-Based Computer-Aided Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1995.323
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. 323-330
summary It appears by now fairly accepted to many researchers in the field of the Computer Aided Architectural Design that the way to realize support tools for these aims is by means of the realization of Knowledge Based Assistants. This kind of computer programs, based on the knowledge engineering, finds their power and efficaciousness by their knowledge base. Nowadays this kind of tools is leaving the research world and it appears evident that the common graphic interfaces and the modalities of dialogue between the architect and the computer, are inadequate to support the exchange of information that the use of these tools requires. The use of the knowledge bases furthermore, presupposes that the conceptual model of the building realized by others, must be made entirely understandable to the architect. The CAAD Laboratory has carried out a system software prototype based on Knowledge Engineering in the field of hospital buildings. In order to overcome the limit of software systems based on usual Knowledge Engineering, by improving architect-computer interaction, at CAAD Lab it is refining building model introducing into the knowledge base two complementary each other methodologies: the conceptual clustering and multimedia technics. This research will make it possible for architects navigate consciously through the domain of the knowledge base already implemented.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_39.htm
last changed 2022/06/07 07:55

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