CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 393

_id 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

_id aab6
authors Bermudez, Julio
year 1995
title Designing Architectural Experiences: Using Computers to Construct Temporal 3D Narratives
doi https://doi.org/10.52842/conf.acadia.1995.139
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. 139-149
summary Computers are launching us into a representational revolution that fundamentally challenges the way we have hitherto conceived and practiced architecture. This paper will explore one of its fronts: the simulation of architectural experiences. Today's off-the-shelf softwares (e.g. 3D modeling, animations, multimedia) allow us for first time in history to depict and thus approach architectural design and criticism truly experientially. What is so appealing about this is the possibility of shifting our attention from the object to the experience of the object and in so doing reconceptualizing architectural design as the design of architectural experiences. Carrying forward such a phenomenological proposition requires us to know (1) how to work with non-traditional and 'quasi-immersive' (or subject-centered) representational systems, and (2) how to construct temporal assemblages of experiential events that unfold not unlike 'architectural stories'. As our discipline lacks enough knowledge on this area, importing models from other fields appears as an appropriate starting point. In this sense, the narrative arts (especially those involved with the temporal representation of audio-visual narratives) offer us the best insights. For example, principles of cinema and storytelling give us an excellent guidance for designing architectural experiences that have a structuring theme (parti), a plot (order), unfolding episodes (rhythm), and special events (details). Approaching architecture as a temporal 3D narrative does transform the design process and, consequently, its results. For instance, (1) phenomenological issues enter the decision making process in an equal footing to functional, technological, or compositional considerations; (2) orthographic representations become secondary sources of information, mostly used for later accurate dimensioning or geometrization; (3) multi-sensory qualities beyond sight are seriously considered (particularly sound, texture, and kinesthetic); etc.
series ACADIA
email
last changed 2022/06/07 07:52

_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 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 db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 47c1
authors Selles Cantos, P. and Mas Llorens, V.
year 1995
title Digital Modelling Tools at the Design Studio: Methodology
doi https://doi.org/10.52842/conf.ecaade.1995.061
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. 61-70
summary This research work is being financed by the "Instituto de Ciencias de la Educacion, I. CE., Universidad Politécnica de Valencia, U.P.V. and currently taking place at the "Taller2 de Proyectos Arquitectdnicos." We have placed CAD systems on drafting tables, so students can learn to apply different media and tools, both digital and traditional, in their design processes. To integrate CAD systems into the design studio we have developed a methodology upon which to relate the "Mechanics of the digital tool," with the often elusive and seldom explicit, "Mechanics of designing". We see architectural design as a process that can benefit from the use of computer systems through modelling (representation), and rendering (static or dynamic visualization). Digital modelling tools are powerful instruments to simulate and visualize (perceive) formal and spatial arrangements, under certain conditions of superficial appearance and light. Geometry composition, texture, light projection, rendering and animation, are the keys to understanding a digital modelling system as an extension of our design process. We introduce and explain each one of these categories, as it applies to architectural design and to three dimensional CAD systems. We present samples of student work following this method.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_8.htm
last changed 2022/06/07 07:56

_id d7eb
authors Bharwani, Seraj
year 1996
title The MIT Design Studio of the Future: Virtual Design Review Video Program
source Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work 1996 p.10
summary The MIT Design Studio of the Future is an interdisciplinary effort to focus on geographically distributed electronic design and work group collaboration issues. The physical elements of this virtual studio comprise networked computer and videoconferencing connections among electronic design studios at MIT in Civil and Environmental Engineering, Architecture and Planning, Mechanical Engineering, the Lab for Computer Science, and the Rapid Prototyping Lab, with WAN and other electronic connections to industry partners and sponsors to take advantage of non-local expertise and to introduce real design and construction and manufacturing problems into the equation. This prototype collaborative design network is known as StudioNet. The project is looking at aspects of the design process to determine how advanced technologies impact the process. The first experiment within the electronic studio setting was the "virtual design review", wherein jurors for the final design review were located in geographically distributed sites. The video captures the results of that project, as does a paper recently published in the journal Architectural Research Quarterly (Cambridge, UK; Vol. 1, No. 2; Dec. 1995).
series other
last changed 2002/07/07 16:01

_id 00f4
authors Brown, Andre G.P. and Knight, Mike
year 1995
title An Integrated Hypermedia Project
doi https://doi.org/10.52842/conf.ecaade.1995.111
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. 111-116
summary This paper describes how Hypermedia can be used as unifying tool, marrying together many strands of work related to architectural design and CAD. The project which we describe was undertaken with fourth year students at the University of Liverpool and is entitled the Electronic City. It is founded on the premise of assembling a Hypermedia package which describes the city and its architecture to a lay person. There are two strands to the project, the Hypermedia strand and a graphics/CAD strand. At the end the task was then to stitch the strands together to produce a common, coherent Hypermedia package. At the end of the project we expect that the students will have developed skills and an appreciation of: (-) the architecture and history of the city (-) the design of Hypermedia interfaces (-) the design of Information structures (-) three dimensional modelling and rendering

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_15.htm
last changed 2022/06/07 07:54

_id 8425
authors Chiu, Mao-Lin
year 1995
title Collaborative Design in CAAD Studios: Shared Ideas, Resources, and Representations
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 749-759
summary This paper is to discuss the shared experiences among two institutions learned from the collaborative design project with a three-stage structured design process. The collaborative methodology is developed for participants in the studios to learn how to utilize shared ideas, resources, and representations. Design communication and interaction is taken place through internet in the asynchronous mode. The shift from conventional design studios to collaborative design studios requires several changes, including the tools, the communication media, the remote reflections, and more importantly, the design process, the team organization, and the networked design culture.
keywords Collaborative Design, Computer-Aided Architectural Design, Computer Supported Collaborative Work, Shared Representations
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 679e
authors Coyne, R.
year 1995
title Designing Information Technology in the Postmodern Age
source The MIT Press, Cambridge, Ma and London UK
summary Designing Information Technology in the Postmodern Age puts the theoretical discussion of computer systems and information technology on a new footing. Shifting the discourse from its usual rationalistic framework, Richard Coyne shows how the conception, development, and application of computer systems is challenged and enhanced by postmodern philosophical thought. He places particular emphasis on the theory of metaphor, showing how it has more to offer than notions of method and models appropriated from science. Coyne examines the entire range of contemporary philosophical thinking -- including logical positivism, analytic philosophy, pragmatism, phenomenology, critical theory, hermeneutics, and deconstruction -- comparing them and showing how they differ in their consequences for design and development issues in electronic communications, computer representation, virtual reality, artificial intelligence, and multimedia. He also probes the claims made of information technology, including its presumptions of control, its so-called radicality, even its ability to make virtual worlds, and shows that many of these claims are poorly founded. Among the writings Coyne visits are works by Heidegger, Adorno, Benjamin, Gadamer, Derrida, Habermas, Rorty, and Foucault. He relates their views to information technology designers and critics such as Herbert Simon, Alan Kay, Terry Winograd, Hubert Dreyfus, and Joseph Weizenbaum. In particular, Coyne draws extensively from the writing of Martin Heidegger, who has presented one of the most radical critiques of technology to date.
series other
email
last changed 2003/04/23 15:14

_id 819d
authors Eiteljorg, H.
year 1988
title Computing Assisted Drafting and Design: new technologies for old problems
source Center for the study of architecture, Bryn Mawr, Pennsylvania
summary In past issues of the Newsletter, George Tressel and I have written about virtual reality and renderings. We have each discussed particular problems with the technology, and both of us mentioned how compelling computer visualizations can be. In my article ("Virtual Reality and Rendering," February, 1995, Vol. 7, no. 4), I indicated my concerns about the quality of the scholarship and the level of detail used in making renderings or virtual worlds. Mr. Tressel (in "Visualizing the Ancient World," November, 1996, Vol. IX, no. 3) wrote about the need to distinguish between real and hypothetical parts of a visualization, the need to differentiate materials, and the difficulties involved in creating the visualizations (some of which were included in the Newsletter in black-and-white and on the Web in color). I am returning to this topic now, in part because the quality of the images available to us is improving so fast and in part because it seems now that neither Mr. Tressel nor I treated all the issues raised by the use of high-quality visualizations. The quality may be illustrated by new images of the older propylon that were created by Mr. Tressel (Figs. 1 - 3); these images are significantly more realistic than the earlier ones, but they do not represent the ultimate in quality, since they were created on a personal computer.
series other
last changed 2003/04/23 15:50

_id 6a3a
authors Ekholm, A., Fridqvist, S. and Af Klercker, J.
year 1995
title BAS.CAAD - Building and User Activity Systems Modelling for Computer-Aided Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1995.217
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. 217-230
summary In the early stages of the building design process not only building and site but also user activities and experiences are formed. This paper presents a development programme for CAAD where conceptual models of some fundamental characteristics of building, site and user organisation will be developed and implemented in a prototype CAAD-programme. The models are based both on empirical studies and an ontological Framework which is also used for organising the basic object structure of the prototype CAD program. The architectural design process has several characteristics which a CAAD-programme must support, e.g incremental determination of properties, change of scale and shift of focus. The research investigates how the design object and the user interface can be formed to serve this working method. One important field is to study the usefulness of the user organisation model for the brief and building management stages. The programming work for the prototypes is done with Smalltalk on Macintosh computers. The tests of the prototype includes spatial co-ordination of the three systems.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_28.htm
last changed 2022/06/07 07:55

_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 c681
authors Gero, J.S. and Kazakov, V.
year 1995
title Evolving building blocks for design using genetic engineering: A formal approach
source J.S. Gero and F. Sudweeks (eds), Advances in Formal Design Methods for CAD , IFIP-University of Sydney, Sydney, pp. 29-48
summary This paper presents a formal approach to the evolution of a representation for use in a design process. The approach adopted is based on concepts associated with genetic engineering. An initial set of genes representing elementary building blocks is evolved into a set of complex genes representing targeted building blocks. These targeted building blocks have been evolved because they are more likely to produce designs which exhibit desired characteristics than the commencing elementary building blocks. The targeted building blocks can then be used in a design process. The paper presents a formal evolutionary model of design representations based on genetic algorithms and uses pattern recognition techniques to execute aspects of the genetic engineering. The paper describes how the state space of possible designs changes over time and illustrates the model with an example from the domain of two-dimensional layouts. It concludes with a discussion of style in design.
series other
email
last changed 2003/04/06 07:29

_id 3d4a
authors Kasprisin, Ronald J.
year 1995
title Visual Thinking For Architects And Designers: Visualizing Context In Design
source Van Nostrand Reinhold
summary Here at last is a book that will help architects and designers avoid the pitfall of creating buildings that battle aesthetically with everything within a three-block radius. In Visual Thinking for Architects and Designers, Ron Kasprisin and James Pettinari unveil a solution to designing for the complex urban landscape: visual thinking. A concept twenty-five years in the making, this integrative approach will help harried professionals prevent environmental disasters. The authors present three-dimensional drawing (visual thinking) as a communication and decision-making tool to be used during the design and planning process. Because architects, landscape architects, and urban designers often work independently, on different scales, and at different interludes, no one can truly envision the completed project. Visual thinking is a way of getting input from every member of the team. Here, you'll learn how to use graphics, whether hand-drawn or computer-generated, as a language to express complex systems, interrelationships, and environments. Using over 300 high quality drawings that are connected at many different scales; from aerial perspectives of entire regions to individual rooms and buildings-this groundbreaking book lays out an urban design process and methodology in a sequential and easily understood manner. The book is illustrated by the authors; own work, which has been recognized in national design competitions, and by the AIA, APA, and NEA. The authors masterfully cover the use of drawing to analyze and create spaces, drawing technique, and communicating complex information to the public. Case studies convincingly illustrate the authors; approach.
series other
last changed 2003/04/23 15:14

_id ab3c
authors Kramer, G.
year 1996
title Mapping a Single Data Stream to Multiple Auditory Variables: A Subjective Approach to Creating a Compelling Design
source Proceedings of the Third International Conferenceon Auditory Display, Santa FO Institute
summary Representing a single data variable changing in time via sonification, or using that data to control a sound in some way appears to be a simple problem but actually involves a significant degree of subjectivity. This paper is a response to my own focus on specific sonification tasks (Kramer 1990, 1993) (Fitch & Kramer, 1994), on broad theoretical concerns in auditory display (Kramer 1994a, 1994b, 1995), and on the representation of high-dimensional data sets (Kramer 1991a & Kramer & Ellison, 1991b). The design focus of this paper is partly a response to the others who, like myself, have primarily employed single fundamental acoustic variables such as pitch or loudness to represent single data streams. These simple representations have framed three challenges: Behavioral and Cognitive Science-Can sonifications created with complex sounds changing simultaneously in several dimensions facilitate the formation of a stronger internal auditory image, or audiation, than would be produced by simpler sonifications? Human Factors and Applications-Would such a stronger internal image of the data prove to be more useful from the standpoint of conveying information? Technology and Design-How might these richer displays be constructed? This final question serves as a starting point for this paper. After years of cautious sonification research I wanted to explore the creation of more interesting and compelling representations.
series other
last changed 2003/04/23 15:50

_id 0752
authors Kulinski, Jaroslaw
year 1995
title An Inspiring Method of Teaching CAAD Programs
doi https://doi.org/10.52842/conf.ecaade.1995.267
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. 267-272
summary This paper tries to describe the actual situation concerning computer use in architectural practice. It tries to trace the roots of the present situation as well as to find a possible alternative. The paper depicts the most common problems arising while getting started the concept work in computer environment. It tries to show how to find the links between human imagination and its expression by means of CAAD software. It outlines a proposal of teaching CAAD programs in the way which would stimulate the user´s creativity in the electronic environment.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_32.htm
last changed 2022/06/07 07:52

_id 9377
authors Nowacki, Aleksander
year 1995
title Gothic Cathedral in the Virtual Reality
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 43-56
summary Everyone who once visited Beauvais, small town placed 100 km from Paris, certainly asked himself: "how would have this highest gothic cathedral, that was started here, looked like if it had been completed?". I attempted to answer this question in my diploma work in 1994. However, the task wouldn't be done without power of contemporary computers. They made it possible to create the entire three-dimensional model of this magnificent building in the virtual reality. Cathedral Saint-Pierre in Beauvais, which was started in 1225, partly collapsed in 1284 and 1573. Finally, in 1600, when only choir and transept were finished, the works had been interrupted. The height of this highest gothic interior in the world is 48.5m. To my disposition I had the drawings of plan and cross- section of the existing part of the building, photographic specification and detailed description of the construction of the cathedral. I used PC 486DX/33, 16 MB RAM, HD 170 MB and software: Autodesk AutoCAD r.12 and AccuRender r.1.10. The work was divided into three stages. The first one was "building" the model of existing part of the cathedral in the threedimensional CAD-space. The next one was trying "to finish" the temple based on theoretical reflections and comparative analyses of existing French gothic cathedrals. The last stage included the performance of the series of pseudorealistic pictures showing the "finished" cathedral in Beauvais from the outside, inside and with illumination by night.
series plCAD
last changed 2000/01/24 10:08

_id 3f0e
authors Ponomarieva, E., Litwinova, A. and Kozakova, R.
year 1995
title Computer Graphics for the Study of Colour Science
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 267-273
summary There is an absolute dependence between the professional colour culture and the sphere of professional architectural tasks. From the skill to know how to handle brush up to the skill to convey one's own conception to the customer. Colour sketch, polychrom model, means of computer aided design, colour schemes and diagrams, are the means, which modern architect must wield. Actually an architect must think "by colours" from the very beginning of designing and must use colour as a compositional expedient. Architectural colour theory gives the students of the architectural department fundamental rules of colour science and methods of their practical utilization. But today the real designing demands the wider utilization computer of the graphic. There are a lot of remarkable graphic packages, which help architects to wield vector-mode graphic display and roster- mode graphic display, to work with colour and shape. That is why it is necessary to teach students to use the possibility of computer designing in the field of architectural colour science. This task determines the general matter and direction of teaching programme, defines the character and the way of its composition, The teaching programme is adapted for using the graphic package "Corel DRAW-5.0". Students work with a simple set of software tools "Corel DRAW" and at the same time acquire habit of working with the graphic package and decide problems of plane and volume colour simulation. The main practical tasks - colour on perception, psychological influence of colour people, colour harmonies, are performed by the way of "colour modelator". With the help of uncomplicated transformations it helps to receive a necessary set of simple figures for colour exercises.
series plCAD
last changed 2000/01/24 10:08

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