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

PDF papers
References

Hits 1 to 20 of 378

_id 00e7
authors Bushby, S.T.
year 1997
title BACnetTM: a standard communication infrastructure for intelligent buildings
source Automation in Construction 6 (5-6) (1997) pp. 529-540
summary Intelligent buildings require integration of a variety of computer-based building automation and control system products that are usually made by different manufacturers. The exchange of information among these devices is critical to the successful operation of the building systems. Proprietary approaches to providing this communication have created great challenges for system integrators and hampered the development of intelligent building technology. Even though digital automation and control technology has been widely available for more than a decade and islands of automation are common, intelligent buildings with integrated building services are still more of a promise than a reality. BACnetTM is a standard communication protocol for building automation and control networks developed by the American Society of Heating, Refrigerating and Air-conditioning Engineers (ASHRAE, Standard 135-1995: BACnetTM--A Data Communication Protocol for Building Automation and Control Networks. American Society of Heating, Refrigerating, and Air-conditioning Engineers. Atlanta, Georgia, USA, 1995). BACnetTM provides the communication infrastructure needed to integrate products made by different vendors and to integrate building services that are now independent. This paper describes the main features of the BACnetTM protocol and early experience implementing it.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c777
authors Bach, Fr.-W., Rachkov, M., Seevers, J. and Hahn, M.
year 1995
title High tractive power wall-climbing robot
source Automation in Construction 4 (3) (1995) pp. 213-224
summary There are a lot of tasks in building construction and maintenance which demand either the carriage of heavy technological equipment along vertical and sloping surfaces and/or provision for force technological operations on such surfaces For example, surface cleaning or grinding by automatic equipment, the mounting of expansion bolts and anchors by drilling or by driving in. Additionally surface inspection by heavy measuring devices and the painting of big construction areas are difficult and expensive to perform manually. It is therefore expedient to apply climbing robots to automate these tractive power operations. The climbing robot was developed for such purposes. The design of the robot with increased load capacity and improved gripper system was carefully considered. The robot has a video camera for orientation and for the monitoring of processes. A sensor-based computer control system is used. This paper contains a brief overview of the technical parameters and experimental characteristics of the robot's transport module, control system with video camera unit, and the different schemes of the robot's application.
keywords Climbing robot; Two-staged gripper system Monitoring Sensor-based computer control system; Automatic Technological equipment
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:36

_id 2e5a
authors Matsumoto, N. and Seta, S.
year 1997
title A history and application of visual simulation in which perceptual behaviour movement is measured.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary For our research on perception and judgment, we have developed a new visual simulation system based on the previous system. Here, we report on the development history of our system and on the current research employing it. In 1975, the first visual simulation system was introduced, witch comprised a fiberscope and small-scale models. By manipulating the fiberscope's handles, the subject was able to view the models at eye level. When the pen-size CCD TV camera came out, we immediately embraced it, incorporating it into a computer controlled visual simulation system in 1988. It comprises four elements: operation input, drive control, model shooting, and presentation. This system was easy to operate, and the subject gained an omnidirectional, eye-level image as though walking through the model. In 1995, we began developing a new visual system. We wanted to relate the scale model image directly to perceptual behavior, to make natural background images, and to record human feelings in a non-verbal method. Restructuring the above four elements to meet our equirements and adding two more (background shooting and emotion spectrum analysis), we inally completed the new simulation system in 1996. We are employing this system in streetscape research. Using the emotion spectrum system, we are able to record brain waves. Quantifying the visual effects through these waves, we are analyzing the relation between visual effects and physical elements. Thus, we are presented with a new aspect to study: the relationship between brain waves and changes in the physical environment. We will be studying the relation of brain waves in our sequential analysis of the streetscape.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id ebbf
authors Ohno, Ryozo
year 1995
title Street-scape and Way-finding Performance
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary In this study, it was hypothesized that people’s performance of way-finding depends on the characteristics of street-scapes, i.e., the more visual information exists the easier people find their own ways. This relationship was investigated by an experiment using an environmental simulator and analysis of the subject’s behavioral data recorded by the simulation system. Three scale models (1/150) of identical maze patterns (300m x 300m) which have different street-scapes were created and set in the simulator, in which an endoscope connected to CCD color TV camera controlled by a system operated by a personal computer. Three types of streets are: (1) having no characteristics with monotonous surface, (2) having characteristics on each corner with different buildings, (3) having characteristics along the streets with trees, columns or fences. The simulator allows a subject to move through the scale models and looking around, using a “joy-stick“ for viewing the scene as projected on 100-inch CCTV screen. The control system of the simulator records all signals generated by the “joy-stick“ every 0.01 second, and thus exact position within the model space and the viewing direction at given moment can be stored in the computer memory, which can be used to analyze the subject’s behavior. The task of a subject was to find the way which was previously shown by the screen. Three male and three female subjects for each of three street types, for a total of eighteen subjects participated in the experiment. An analysis of the trace of movements and viewing directions generally supported the hypothesis that the street with visual characteristics were easier to memorize the route although there was a large difference in performance among subjects. It was also noted that there were three different strategies of way-finding according to the subject: one group of subjects seemed to rely on well structured knowledge of the route, i.e., the cognitive map, and the other group seemed to rely on incoming visual information of the changing scenes, and the last group seemed to find the way using both the cognitive map and visual information depending on the situations.
keywords Architectural Endoscopy, Real Environments
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_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 c3fa
authors Barnanente, A., Cuscito, A.P. and Maiellaro, N.
year 1995
title Expert System and Hypertext for Development Control
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. 347-354
doi https://doi.org/10.52842/conf.ecaade.1995.347
summary The paper deals with an interactive system based on expert system and hypertext interaction in order to meet the demands of support for local government officials' activity in building-application inspection. Also described are the planning departments context and the problem related to eliciting knowledge in building-inspection process.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_42.htm
last changed 2022/06/07 07:54

_id bf5f
authors Chen, Xiangping
year 1995
title Representation, Evaluation and Edition of Feature-based and Constraint- based Design
source Purdue University
summary This thesis investigates a general and systematic approach to feature-based and constraint-based design. We combine feature-based design and constraint-based design by globally decomposing a design into a sequence of feature attachments and locally defining and positioning each feature by constraints. Analogous to the concept of high-level programming languages, we formalize a layered design model that eliminates the dependency of a design representation on a solid modeler. With this design model, design intent, such as feature descriptions and constraints, is stored in an unevaluated, modeler-independent design representation while the geometry to which it corresponds is stored in an evaluated, modeler-dependent design representation. The separation essentially relies on a naming and matching schema that converts between a geometric reference and a generic name, and a design compiler that automatically instantiates the unevaluated design representation to an evaluated design representation with respect to a solid modeler. The geometric references for defining feature attributes and constraints are recorded with their generic names in the unevaluated design representation. We propose several techniques for naming geometric entities unambiguously. The design compilation or instantiation involves remapping a generic name back to a geometric reference in the selected geometric modeler, solving constraints and implementing feature operations or attachments. Instead of developing a constraint solver for this design compiler, we use an independent and general solver. Feature attachment operations are different from classical Boolean operations in solid modeling. However, we provide a semantics for them that is based on existing operations in solid modeling. The layered design model allows users to edit archived conceptual designs to derive new designs quickly. We investigate the coordination of later features in the unevaluated and modeler-independent representation when a feature is edited and provide a method for editing feature-based and constraint-based design. We also discuss how to extend this work to a commercial feature-based and constraint-based CAD system.  
series thesis:PhD
last changed 2003/02/12 22:37

_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 cbe2
authors Fenves, S., Rivard, H., Gomez, N. and Chiou S.
year 1995
title Conceptual Structural Design in SEED
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 179-186
summary Although there are many computer-based tools for analyzing structures whose geometry, topology, and member properties have already been determined, there are very few general-purpose tools to assiststructural designers in synthesizing structural configurations to be subsequently sized, analyzed, and detailed. The comceptual-structural-design submodule of the Software Environment to Support the EarlyPhases in Building Design (SEED-Config) is intended to fill this void. The process starts with a geometric model of the building's massing, a set of functional requirements to be satisfied, and a toolkit oftechnologies capable of generating potential structural system and subsystem alternatives. Structural alternatives can be rapidly generated under designer control to the level of detail desired and evaluated against arange of criteria. Provisions are made to store design cases as well as to retrieve and adapt these to meet new requirements.
series journal paper
last changed 2003/05/15 21:45

_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 695f
authors Galle, P.
year 1995
title Towards integrated, intelligent, and compliant computer modeling of buildings
source Automation in Construction 4 (3) (1995) pp. 189-211
summary This paper is a survey of current research into computer modeling of buildings. Just as much, however, it is a contribution to a debate on the future of this field of research (and as such expresses the author's opinions, rather than mere facts). It is suggested that more research should be conducted in a top-down "'problem-driven" (rather than in a bottom-up. "technology-driven") manner. As the goal of future research, ten desirable system properties are proposed and grouped together under three headings: integration. intelligence", and compliance. A critical survey of the current state-of-the-art of computer modeling of buildings is given, to assess how far we are from systems with such properties. On that background problems are discussed which are major obstacles to the proposed kind of systems (hence good starting points lot problem-driven research and some ways of approaching these problems are briefly evaluated.
keywords Computer Modeling of Buildings; Product Modeling: Computer Aided Building Design; Critical Survey; Goal-Setting Debate; Concurrency Control: Integrity Constraint Management; Representation; Complexity of Representations
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 14:47

_id d7f7
authors Jeng, Hoang-Ell
year 1995
title A Dialogical Model for Participatory Design; A Computational Approach to Group Planning
source Delft University of Technology
summary In participatory design, design concepts are generated collectively through discussion, dialogical interactions, in which the interchange of normative and supporting factual descriptions builds a collective design discourse. The goal of this research is to develop a method for participatory design to support this collective, face-to-face design problem-solving, in order to increase the acceptability of the design product. Since the mid-1960s, there has been an important movement towards increasing the participation of citizens in determining their built environment. At first, the movement was associated with social-political ideologies and rhetoric. By the end of the 1970s, participatory design had become an accepted component of professional practice. The objectives of the movement became more pragmatically and more modestly focused on exchanging practical information, resolving conflicts, and supplementing design. Today, participatory design is in a new phase. Traditional participatory design methods are seen as insufficient to fulfill an increasing demand for dialogue. The point of departure of the study is the assumption that new information technologies can satisfy this demand. The method includes: (1) a group-reasoning model, (2) a dialogical system and (3) a framework for participation-based design guidelines. The group-reasoning model formulates the process of knowledge acquisition, the learning and sharing of belief systems, the generation of design alternatives and design evaluations--by which reasoning takes place dialogically. The dialogical system provides a clear description of how the information should be processed, what aspects should be paid attention to, what results can be anticipated, and when and how to control the process. The framework for participation-based design guidelines guides and structures the design process. It facilitates a reconstruction of the implicit cognitive structure which underlines dialogue and is generated through the discussion of a group.
series thesis:PhD
last changed 2003/02/12 22:37

_id a0e2
authors Kim, Inhan and Liebich, Thomas
year 1995
title Representations and Control of Design Information in an Integrated CAAD Environment
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 125-138
summary This paper investigates the mechanisms by which effective data communication between the various design stages and design actors may be facilitated in an Integrated Design Environment. The design team would then be able to cooperate efficiently and easily predict the performance of buildings, thus improving the quality of the design. Within the proposed prototype design environment, a core data model and a data management system have been implemented to connect all applications seamlessly. The core data model supports semantically meaningful descriptions of buildings. The data management system supports consistent and straightforward mechanisms for controlling the data representation through interconnected modules. An existing building is used to test the integration capability of the implemented system.###Product Modelling,.Object-Oriented Database System
series CAAD Futures
email
last changed 2003/05/16 20:58

_id a4f6
authors Kimura, T., Komatsu, K. and Watanabe, H.
year 1995
title Spatial Configuration Data Model For InterApplicational Collaborative Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 761-770
summary In this paper, a new design method is proposed which will enable the designer to predict and control the flow of pedestrians acting inside the designed building. Watanabe laboratory has been working on human behavioral research, and referring to the results of these studies, the authors pointing out the requirements for a tool supporting the new design method. Later on, a data model and a loosely integrated system intended to match the needs will be proposed.
keywords Human Behavior, Design Method, Design Process, Integrated CAD System
series CAAD Futures
last changed 1999/08/03 17:16

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email
last changed 2003/05/15 10:29

_id 4367
authors Liggett, R. and Jepson, W.
year 1995
title Implementing an Integrated Environment for Urban Simulation: CAD, Visualization and GIS
source Visual Data Bases in Architecture. A. Koutamanis, H. Timmermans, I. Vermeulen (Eds.), Avebury, Sydney, pp. 145-160
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
last changed 2001/06/04 20:41

_id 1bb0
authors Russell, S. and Norvig, P.
year 1995
title Artificial Intelligence: A Modern Approach
source Prentice Hall, Englewood Cliffs, NJ
summary Humankind has given itself the scientific name homo sapiens--man the wise--because our mental capacities are so important to our everyday lives and our sense of self. The field of artificial intelligence, or AI, attempts to understand intelligent entities. Thus, one reason to study it is to learn more about ourselves. But unlike philosophy and psychology, which are also concerned with AI strives to build intelligent entities as well as understand them. Another reason to study AI is that these constructed intelligent entities are interesting and useful in their own right. AI has produced many significant and impressive products even at this early stage in its development. Although no one can predict the future in detail, it is clear that computers with human-level intelligence (or better) would have a huge impact on our everyday lives and on the future course of civilization. AI addresses one of the ultimate puzzles. How is it possible for a slow, tiny brain{brain}, whether biological or electronic, to perceive, understand, predict, and manipulate a world far larger and more complicated than itself? How do we go about making something with those properties? These are hard questions, but unlike the search for faster-than-light travel or an antigravity device, the researcher in AI has solid evidence that the quest is possible. All the researcher has to do is look in the mirror to see an example of an intelligent system. AI is one of the newest disciplines. It was formally initiated in 1956, when the name was coined, although at that point work had been under way for about five years. Along with modern genetics, it is regularly cited as the ``field I would most like to be in'' by scientists in other disciplines. A student in physics might reasonably feel that all the good ideas have already been taken by Galileo, Newton, Einstein, and the rest, and that it takes many years of study before one can contribute new ideas. AI, on the other hand, still has openings for a full-time Einstein. The study of intelligence is also one of the oldest disciplines. For over 2000 years, philosophers have tried to understand how seeing, learning, remembering, and reasoning could, or should, be done. The advent of usable computers in the early 1950s turned the learned but armchair speculation concerning these mental faculties into a real experimental and theoretical discipline. Many felt that the new ``Electronic Super-Brains'' had unlimited potential for intelligence. ``Faster Than Einstein'' was a typical headline. But as well as providing a vehicle for creating artificially intelligent entities, the computer provides a tool for testing theories of intelligence, and many theories failed to withstand the test--a case of ``out of the armchair, into the fire.'' AI has turned out to be more difficult than many at first imagined, and modern ideas are much richer, more subtle, and more interesting as a result. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry{poetry}, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavor. In this sense, it is truly a universal field.
series other
last changed 2003/04/23 15:14

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 18HOMELOGIN (you are user _anon_353097 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002