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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_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 44f6
authors Colajanni, Benedetto and Pellitteri, Giuseppe (Eds.)
year 1995
title Multimedia and Architectural Disciplines [Conference Proceedings]
source 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, 436 p.
doi https://doi.org/10.52842/conf.ecaade.1995
summary The rapid development of the potentialities of multimedia imposes a reflection about its use in teaching architecture. Multimedia is multifaceted and each facet deserves a particular attention inasmuch as it can change the traditional approach to learning. A direct experience of an architectural work can be simulated with a impact far stronger than an experience trough photographs, drawings and books can do. But, as every positive fact can have in certain cases also some negative consequences. the intensity of the participation to an experience structured by someone else can leave less space to a personal approach to the object of the presentation. The same problem is posed if we consider the structure of an hypertext. The essence of the hypertext lies in the net of relationships between very different kinds of documents that it is able to manage in order to express the complexity of its theme. But who has to create the net, the teacher choosing the relationship that he thinks important or the learner to build a personal image of the hypertext matter. It is an old question about the two faces of teaching: transmitting knowledge or giving the learner the instruments to build by oneself his store of knowledge. Easy and trivial answer that both approaches can be useful. The accomplishment of a multimedial sequence of average complexity requires at present a lot of time. Hence, to be convenient, it is to be used many times, then by many students. The effectiveness of the tool partly depends on the rapidity with which it can be constructed. Speeding it up would allow to use this kind of tools with the same easiness than mare traditional means of representation. Besides those general considerations a check is to do on the peculiarities, if any, of the use of multimedia in the different disciplines of the formative curriculum of an architect. This is theme of our thirteenth conference. The programme has been articulated into sessions, dealing separately with history teaching, design teaching and research. Of course the sessions dealing with design are more numerous than the other, since design is the axis of teaching architecture. The presented paper cover a large arc of arguments, dealing with many facets of the proposed themes with plenty of examples and documentation on practical experiences. constituting a corpus of great usefulness for any operator in the field of architectural teaching.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Home.htm
last changed 2022/06/07 07:49

_id 25cb
authors Moore, Richard Vincent
year 1995
title A Proposal for Architecture and Education Communication - The Villa Savoye At Poissy (France)
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. 53-58
doi https://doi.org/10.52842/conf.ecaade.1995.053
summary The research, carried out in the Faculty of Architecture of Palermo, Rome "La Sapienza" and Rome III, with a wide number of researchers not all tutors, had allowed to verify the physical and architectural peculiarity of the Villa Savoye, from his initial shaping. The computer aid,in the architectural field, seems to allow a new approach to the study of the three-dimensional space and we think, within the paper, to analyze the phases and the methodology of the work.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_7.htm
last changed 2022/06/07 07:58

_id ec17
authors Shelden, D., Bharwani, S., Mitchell, W.J. and Williams, J.
year 1995
title Requirements for Virtual Design Review
source Architectural Research Quarterly 1(2), December
summary Requirements for Virtual Design Review: Fundamental Argument: This article deals primarily with the actual physical components of a virtual design review, and the difficulties associated with their integration. It is a rather refreshing approach to the problem of the virtual studio, in that it provides an empirical model of how the virtual and the real interact. Needless to say, there were numerous difficulties. 1. The reviewers and the students had to adapt to a new system of design review. Thus, traditional protocols and procedures may or may not work when dealing with a project in the virtual realm. The jurors and the students did become more comfortable as the jury progressed, but it is safe to say that those who went first most likely had a difficult and rather unhelpful session. 2. The technology itself was limited in what it could accomplish. The rate of transmissions across the line often hindered the review. Those students who used analog display, such as drawings or sketches, were not able to present these items effectively to remote viewers. The article does state that the virtual design review drew heavily upon the model of tradition review for its procedures. Was this the correct way of conducting the jury? With the introduction of technology into the process, one would think that there would be a significant shift in the model. Though the traditional model may be useful as a point of departure, we must critically engage the unique qualities that technology brings to the review. I would argue that a new model would need to be developed, whether it is a radical departure, a hybrid, or a modest adjustment to the existing model. For a traditional review, all one might need are a few push pins, a table for model display, and a surface upon which to pin his or her drawings. For the digital review, one requires monitors, computers, special lighting, video cameras, electrical outlets and phone jacks, and whatever else might be required to conduct a successful jury. It is in fact more akin to a television production than a traditional jury. The sheer complexity that technology inserts into the process can seem almost overwhelming. Yet if we can narrow our focus, find the essentials, by critically engaging those areas that will be affected by its introduction, then we can begin to imagine a true digital review.
series journal paper
last changed 2003/04/23 15:14

_id 0237
authors Wrona, Stefan
year 1995
title VDS Virtual Design Studio
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 227-232
summary The Department of Architecture Warsaw University of Technology was the first in Poland to take part in the third edition of the international student workshop -Virtual Design Studio. This year’s subject is a competition organized by ACSA 2A Center for Cultural and Religious Studies". The design is located on Miyajima Island in the Inland Sea of Japan near Hiroshima. VDS workshops are a proposal to create a new approach to architectural designing - working in joint groups, where the participants are separated by long distances. This idea wouldn't possible without an important tool - the InterNet. The information is sent mainly by E-mail through News Servers made by groups in each country. The News Server works as electronic pinup board where every student can locate his work. The multimedia tool -HyperDoc- permits students to easily and quickly look at other students' work. VDS'95 participants are divided into international groups of 5-7 people, They use almost every method of computer presentation: photorendering, animation, scanned freehand drawings and photos. The basic tool is CAD. Students also use traditional methods of representation like models, sketches, drawings. The Virtual Design Studio is an important experience. It shows a new concept of designing: Computer Mediated Design. The necessary contact between architect and client can be realized by the computer network. The problem of distance is eliminated. Conclusions from VDS activity will permit the creation in the future of a special net of design studios, where all discussions will be accomplished by computer. All over the world the network of Infoways will bring people together.
series plCAD
email
last changed 2003/05/17 10:01

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 6fc9
authors Ponomareva, E., Litvinova A., and Kozakova, R.
year 1995
title Multimedia and Special Architectural Disciplines
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. 169-176
doi https://doi.org/10.52842/conf.ecaade.1995.169
summary A person is a wonderful creature. His high organization helps him not only to see and to hear the world around him, but to feel and understand, to condole and pity. A person is a sacramental creature too. His complex organization helps him to see day as light and darkness, as delivery and death, as delight and grief. Every human reaction has biological, physiological and sensitive components. That is why environment is able to call up physical an emotional associations. A human being can "see" sound and "hear" colours. All history of human culture shows that the art can affect man in different ways: unconscious effects, spontaneous associations, general symbolic or specific conventional meanings. That is why architecture can not only protect (a safeguarded aspect), but give knowledge ( an informational aspect) and set up mood (an emotional aspect). And that is why we speak about ambiguity of sense and about multiartistic works. Such as Skriabin's symphony 'Prometheus'. Two scores - musical and colouristic - are connected in this masterpiece. Let us look through two architectural disciplines—from this point of view. The programmes of these disciplines are examples of such embedment. Any architectural discipline demands computer graphics. Any architectural discipline demands multimedia aided teaching, because multimedia in computer designing is a result of human being's complexity and ambivalence.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_22.htm
last changed 2022/06/07 08:00

_id cf2009_673
id cf2009_673
authors Tamke, Martin; Thomsen, Mette, Ramsgard
year 2009
title Digital wood craft
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 673- 686
summary In 1995, Robin Evans points out in his book The Projective Cast how the development of techniques changed architecture and the space inhabited in times of Gothic and early Renaissance. We see a parallel phenomenon today, where the interplay of technology and tool gives shape to new design (Kolarevic 2005). Yet in opposition to the interwoven fields of design and craft of the late Gothic, today’s building sector is enormously diversified, and a growing complexity in the building process and number of used materials can be observed. This gives an opposite point of departure into a more integrated field of design and innovation in architectural design and building industry.
keywords Digital production, CAD/CAM, parametric design, complex form, mass customization
series CAAD Futures
email
last changed 2009/06/08 20:53

_id cf2011_p024
id cf2011_p024
authors Tidafi, Temy; Charbonneau Nathalie, Khalili-Araghi Salman
year 2011
title Backtracking Decisions within a Design Process: a Way of Enhancing the Designer's Thought Process and Creativity
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 573-587.
summary This paper proposes a way computer sciences could contribute to stimulate the designer’s reflexive thought. We explore the possibility of making use of backtracking devices in order to formalize the designer’s thought process. Design, as a process of creating an object, cannot be represented by means of a linear timeline. Accordingly, the backtracking processes we are discussing here are not based on a linear model but rather on a non-linear structure. Beyond the notion of undoing and redoing commands within CAD packages, the backtracking process is seen as a way to explore and record several alternate options. The branches of the non-linear model can be seen as pathways made of sequential decisions. The designer creates and explores these pathways while making tentative moves towards an architectural solution. Within the design process, backtracking enables the designer to establish and act on a network of interrelated decisions. This notion is fundamental. It is quite obvious that information, in order to be meaningful, must occupy a specific place within an informational network. A data, separated from its context, is devoid of interest. By the same token, a decision takes on significance solely in combination with other decisions. In this paper, we examine what kinds of decisions are involved within a design process, how they are connected, and what could be the best ways to formalize the relationships. Our goal is to experiment ways that could enable the designer and his/her collaborators to get a clearer mental picture of the network of decisions aforementioned. The non-linear model can be seen as a graph structure. The user moves wherever he/she wants through the branches of the structure to establish the network of decisions or to get reacquainted with a previous design process. As a matter of fact, it can act in both ways: to reassess or to confirm a decision. On the one hand, the designer can go back to previous states, reconsider past choices, and eventually modify them. On the other hand, he/she can move forward and revisit a given sequence of decisions, so as to recapture the essence of a previous design process. It goes without saying that knowledge regarding the design process is constructed by the designer from his/her own experiences. Since the designer’s perception evolves as time goes by, the network of decisions constitutes a model that is continuously questioned and restructured. The designer does not elaborate solely an architectural object, but also an evolving model formalizing the way he/she achieved his/her aim. As Le Moigne (1995) pointed out, the model itself produces knowledge; afterwards, the designer can examine it so as to get a clearer mental picture of his/her own cognitive processes. Furthermore, it can be used by his/her collaborators in order to understand which thread of ideas led the designer to a given visual result, and eventually resume or reorient the design process. In addition to reflecting on the ideological implications inherent to this questioning, we take into account the feasibility of such a research project. From a more technical point of view, in this paper we will describe how we plane to take up the challenge of elaborating a digital environment enabling backtracking processes within graph structures. Furthermore, we will explain how we plane to test the first trial version of the new environment with potential users so as to observe how they respond to it. These experiments will be conducted in order to verify to what extend the methods we are proposing are able to i) enhance the designer’s creativity and ii) increase our understanding of designer’s thought process.
keywords backtracking, design process, digital environments, problem space, network of decisions, graph structure.
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 22cd
authors Wojtowicz, Jerzy and Gilliard, Jeff
year 1995
title Purist Lessons: Constructing the Unrealized Villas of Le Corbusier
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 507-516
summary The villas of Le Corbusier from his Purist Corpus (1923-1929) are appropriate for reconstruction using computational tools for how their inherent logic is revealed by this process. Conceived but never built, the following seven design examples are inferred from incomplete and fragmentary original documentation and rebuilt as three-dimensional computer models. The analytic process of reconstruction depends upon available descriptive information, but more significant is the assumption of a design methodology based in geometry and elemental volumes. Understanding the basis of this method and its rules begins the systematic geometric reconstruction of the villas. The record of this process and the role of the machine in representing the object and its cognitive aspects is supported by the syntactic organization of images.
series CAAD Futures
email
last changed 2003/05/16 20:58

_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 30d7
authors Bartnicka, Malgorzata
year 1995
title Childishly Honest Associate of the Trickery
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 209-219
summary Perspective is a method of presentation of 3- dimensional space on the 2-dimensional surface. It can only approximately express the complexity of the authentic perception of reality. During the centuries canons of presentation varied in different epochs. It is quite possible that conventions of presentation considered today as exact expressions of reality may seem for the future generations as untrue as the ancient Egypt paintings seem for us. Our mind plays the major role in all kinds of presentation. During the whole life we learn to perceive the surrounding reality. We have formed also ability to ,see" the perspective. The linear perspective is not so easy in perception without factors of colour and light. These factors play a very important role in perception of the distance. The perception of perspective is not always unmistakable. Introduction of light and shadow is one of the measures to limit the ambiguity. Objects shown in perspective with appropriately chosen colouring and light-and-shade effects reveal impression of the distance inside the flat picture. Illusions of perspective are most astonishing when one can assume deep-rooted expectations and suppositions of the addressee. The computer monitor, like the picture, has only one plane on which our project can be presented. The major feature of architecture programs is both the possibility of creating various architecture spaces and the possibility to examine how (in our opinion) the created space would affect the addressee. By means of computer programs we are able to generate drawings and objects of two kinds: first - being the ideal projection of reality (at least in the same measure as the photograph), and the second - being the total negation of perspective rules. By means of CAD programs enabling 3-dimensional job we can check how all sorts of perspective tricks and artifices affect our imagination. The program cooperates with us trying to cheat the imperfect sense of sight. The trickeries can be of various type, starting from play of lights, through the elements changing the perception of perspective, and terminating with objects totally negating the rules of sound construction of solids. The knowledge contained in these programs is an encyclopaedic recapitulation of all sorts of achievements in the field of perspective and application of colour and light effects. All that remains to the users is to exploit this tremendous variety of capabilities.
series plCAD
last changed 2000/01/24 10:08

_id 0128
authors Engeli, M., Kurmann, D. and Schmitt, G.
year 1995
title A New Design Studio: Intelligent Objects and Personal Agents
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. 155-170
doi https://doi.org/10.52842/conf.acadia.1995.155
summary As design processes and products are constantly increasing in complexity, new tools are being developed for the designer to cope with the growing demands. In this paper we describe our research towards a design environment, within which different aspects of design can be combined, elaborated and controlled. New hardware equipment will be combined with recent developments in graphics and artificial intelligence programming to develop appropriate computer based tools and find possible new design techniques. The core of the new design studio comprises intelligent objects in a virtual reality environment that exhibit different behaviours drawn from Artificial Intelligence (AI) and Artificial Life (AL) principles, a part already realised in a tool called 'Sculptor'. The tasks of the architect will focus on preferencing and initiating good tendencies in the development of the design. A first set of software agents, assistants that support the architect in viewing, experiencing and judging the design has also been conceptualised for this virtual design environment. The goal is to create an optimised environment for the designer, where the complexity of the design task can be reduced thanks to the support made available from the machine.
keywords Architectural Design, Design Process, Virtual Reality, Artificial Intelligence, Personal Agents
series ACADIA
email
last changed 2022/06/07 07:55

_id 0280
authors Geva, Anat
year 2000
title New Media in Teaching and Learning History of Building Technology
source ACADIA Quarterly, vol. 19, no. 4, pp. 5-8
doi https://doi.org/10.52842/conf.acadia.2000.005
summary Numerous scholars in the field of education established that relevance is one of the important instructional components that influence students’ interest and motivation to learn (Bergin, 1999; Frymier and Shulman, 1995; Schumm and Saumell, 1995). Relevance can be achieved by juxtaposing personal experiences with professional scientific principles (Pigford, 1995; Blanton, 1998). In addition to the relevancy of a course substance Blanton (1998) recommends that instructors should introduce the material in an organized system that is relevant to the learner’s life.
series ACADIA
email
last changed 2022/06/07 07:50

_id c7ef
authors Huang, Jeffrey
year 1995
title Dynamic Urban Information Model: Integrated Approach to Strategic Urban Redevelopment
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 399-408
summary This paper describes a prototype Dynamic Urban Information Model (DUIM) designed to facilitate strategic urban redevelopment, that is, the process of determining precise architectural interventions to set off, guide and condition redevelopment activities. The idea of the DUIM is based on the notion that in order to attain effective strategic redevelopment, an integrated approach addressing the complex interactions of the factors involved in urban life and growth is required. Accordingly, an urban model for this purpose must include not only spatial and formal considerations, but also social, political, economical and ecological aspects. Through a case-study involving the redevelopment of a post-industrial site, this paper explains the rationale of the DUIM in terms of its formal structure, its database, and its application.
keywords Geographic Information Systems, Urban Design, Integrated Environments, Simulation, Real-Time Animation
series CAAD Futures
last changed 1999/08/03 17:16

_id 4cb3
authors Kwartler, Michael
year 1995
title Beyond the Adversial: Conflict Resolution, Simulation and Community Design
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary Fundamentally, the design of communities in the United States is grounded in the Constitution’s evolving definition of property and the rights and obligations attendant to the ownership and use of real property. The rearticulation of Jefferson’s dictum in the Declaration of Independence; “that individuals have certain inalienable rights, among these are life, liberty, and the pursuit of happiness” to the Constitution’s “life, liberty and property” represents a pragmatic understanding of the relationship between property and the actualization of the individual in society. In terms of community design, this means extensive public involvement and participation in not only the formulation of rules and regulations but of individual projects as well.

Since the 1960’s as planning and community design decision making has become increasingly contentious, the American legal system’s adversial approach to conflict resolution has become the dominant model for public decision making. The legal system’s adversial approach to adjudication is essentially a zero-sum game of winners and losers, and as most land-use lawyers will agree, is not a good model for the design of cities. While the adversial approach does not resolve disputes it rarely creates a positive and constructive consensus for change. Because physical planning and community design issues are not only value based, community design through consensus building has emerged as a new paradigm for physical planning and design.

The Environmental Simulation Center employs a broad range of complementary simulation and visualization techniques including 3-D vector based computer models, endoscopy, and verifiable digital photomontages to provide objective and verifiable information for projects and regulations under study.

In this context, a number of recent projects will be discussed which have explored the use of various simulation and visualization techniques in community design. Among them are projects involved with changes in the City’s Zoning Regulations, the community design of a major public open space in one of the region’s mid-size cities, and the design of a new village center for a suburban community, with the last project employing the Center’s userfriendly and interactive 3-D computer kit of parts. The kit - a kind of computer “pattern book” is comprised of site planning, urban and landscape design and architectural conventions - is part of the Center’s continuing effort to support a consensus based, rather than adversial based, public planning and design process.

keywords Architectural Simulation, Real Environments
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 1886
authors Rychter, Zenon
year 1995
title Matematical Architectural Syntesis
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 283-297
summary Extremes converge. Life blossoms on the boundary. All creative thinking, architectural or mathematical, is essentially the some. Today legions of dull computers take over the role of renaissance giants in integrating all ways of thinking. On the sensual level, computer art is often indistinguishable from computer simulations of physical processes, such as fractals representing chaos. On the logical level, all information boils down to the language of bits, sequences of O's and I's or X's and Y's if you like- there just has to be two of them, like Adam and Eve at the beginning of mankind. Creating means synthesizing, composing, constructing a whole from elements. But often the starting point, the finish, the middle stages and methods are fuzzy, vague, ill- defined-ore all yet to be discovered or conceived. It is like groping in a dark labyrinth, searched and created at the same time. There are many branches to discover and explore, many dead ends forcing retreat, no guarantee of a solution, and even no clear idea of what a solution might be. It is a trial- and-error, generate-and-test, back-and-forth, top-down and bottom-up, global and local, inductive and deductive, rigorous at times and fuzzy most of the time, ameba-like process or bunch of processes. In this, creative, perspective both architecture and mathematics become experimental sciences: as such they require laboratories. Computer systems (hardware plus software) supply today the necessary environment, ways and means. To the happy user of a general-purpose platform, straddling the architecture-mathematics boundary-with one leg on a general-purpose computer-aided design system, like AutoCAD, and the other leg on a general-purpose mathematical system, like Mathematica, the essential unity of creatively doing both architecture and mathematics is hard to overlook.
series plCAD
last changed 2000/01/24 10:08

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, Elyna and Ahmed Rafi
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning Environment
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:34

_id ecaade2024_361
id ecaade2024_361
authors Sochùrková, Petra; Devyatkina, Svetlana; Kordová, Sára; Vaško, Imrich; Tsikoliya, Shota
year 2024
title Bioreceptive Parameters for Additive Manufacturing of Clay based Composites
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 45–54
doi https://doi.org/10.52842/conf.ecaade.2024.1.045
summary Due to climate change and the problematic amount of waste and CO2 emissions in the construction industry, non-human organisms and sustainable solutions are key motivators of the study. This paper focuses on developing a bioreceptive (Guillitte, 1995) composite suitable for additive manufacturing, composed to support growth of various organisms. It investigates key properties which have shown to be beneficial for promoting biological growth, such as water absorption, water permeability, humidity, and surface texture. The study evaluates the effect of two groups of clay-based waste additives, wooden sawdust (Arslan, et al., 2021) and sediment material sourced from local tunnel excavation in Prague. Simultaneously the need for intelligent reintegration and waste use is prevalent. Additive fabrication offers the ability to test a variety of composites and (re-)integrate them into the manufacturing processes. Current approach explores how to design artificial environments/skins for greenery and small life with the potential to improve both diversity and survivability while maintaining a better climate in its immediate surroundings. Bioreceptive design has the potential to improve the quality of the urban environment and bring new aesthetic influences into it (Cruz and Beckett 2016, p. 51-64).
keywords Digital Design, Material Research, Bioreceptive Design, Robotic Fabrication, Additive Manufacturing, Experimental Pastes, Bio compatibility, Waste Materials, Clay Composites
series eCAADe
email
last changed 2024/11/17 22:05

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