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 337

_id 8a8a
authors Akin, Ö., Sen, R., Donia,M. and Zhang, Y.
year 1995
title SEED-Pro: Computer-Assisted Architectural Programming in SEED
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 153-161
summary Computer-assisted architectural programming is in its infancy. What there is in terms of architectural programming theory often differs from practice. In the first half of this paper we define relevant terms, provide abrief review of the state of the art, and draw attention to the primacy of architectural programming in design. SEED-Pro is introduced as an intelligent assistant providing structure to the normally open-endedactivities of design. This includes the creation of an architectural program from scratch. In the second, more technical, part of the paper we emphasize three specific topics. The design problem specificationfunctionality is described. The generation and evaluation of the emerging architectural program is discussed. An approach to the decomposition of the architectural program into alternative hierarchies is provided.The paper concludes with a discussion of what is and remains to be accomplished.
series journal paper
email
last changed 2003/05/15 21:27

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

_id 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
doi https://doi.org/10.52842/conf.ecaade.2024.1.045
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
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

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_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 maver_076
id maver_076
authors Chen, Y., Fram, I. and Maver, T.W.
year 1995
title On the Architecture of a Computer-Mediated Collaborative Product Design Environment
source Intelligent Manufacturing Conference (Ed: S Yang et al) Wuhan, PRC
summary This paper describes the development of a COmputer-Mediated Collaborative Product development Environment (COMCOPE) within the context of the construction industry, a collaborative project between Anglia Polytechnic University, the University of Strathclyde and some industrial partners. The most prominent feature about COMCOPE lies in the particular emphasis on supporting human-human interaction across time and space through computer mediation within a distributed and networked environment. Based on a review of related research areas, traditional computer integrated construction concepts have been extended within the framework of computer supported cooperative work, which results in the COMCOPE conceptual architecture. As the core of COMCOPE architecture an interaction model has been developed to help articulate collaborative activities. Implementation issues have been addressed, and a prototype system, based on an augmented client-server model, has been outlined.
series other
type normal paper
email
last changed 2015/02/20 11:15

_id 0128
authors Engeli, M., Kurmann, D. and Schmitt, G.
year 1995
title A New Design Studio: Intelligent Objects and Personal Agents
doi https://doi.org/10.52842/conf.acadia.1995.155
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
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 d637
authors Flemming, Ulrich and Sheng-Fen , Chien
year 1995
title Schematic Layout Design in SEED Environment
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 162-169
summary This paper describes SEED-Layout, a module of SEED that supports the generation of schematic layouts of the functional units specified in an architectural program. SEED-Layout provides capabilities that allowdesigners to generate and evaluate rapidly different layout alternatives and versions; to explore the trade-offs involved; and to engage generally in an iterative, highly explorative design process. The resulting"design space" is complex, and the paper describes current efforts to provide designers with intelligent "navigation" aids that encourage them to explore interesting portions of this space without "getting lost."The paper concludes with a brief description of the current implementation and directions for future work.
series journal paper
email
last changed 2003/05/15 21:45

_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 94cd
id 94cd
authors Heintz, J.L.
year 1995
title DESIGN KNOWLEDGE SYSTEMS: ARTIFICIAL INTELLIGENCE FOR THE INTELLIGENT ARCHITECT; ARCHITECTURAL DOMAIN DOCUMENTATION AND ANALYSIS
source Oxman, R.M., Bax, M.F.Th., Achten, H.H. (eds.) Design research in the Netherlands, 71-87
series book
type normal paper
email
more http://www.designresearch.nl/PDF/DRN1995_Heintz.pdf
last changed 2005/10/12 15:15

_id fa87
authors Kurmann, David
year 1995
title Sculptor - A Tool for Intuitive Architectural Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 323-330
summary To manage the complexity in three-dimensional modelling and design in architecture, new approaches and methods are needed in computer based design tools. This paper identifies key factors in designing with computers and presents a computer program called 'Sculptor' for intuitive and direct virtual modelling in architecture. The program focuses on new methods for design in the early stages such as conceptual and abstract designs for massing studies.
keywords Architectural Design., User Interface, Virtual Reality, Distributed Modelling, Intelligent Agents
series CAAD Futures
last changed 1999/08/03 17:16

_id 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id ca47
authors Lee, Shu Wan
year 1996
title A Cognitive Approach to Architectural Style Several Characteristics of Design Thinking in Architecture
doi https://doi.org/10.52842/conf.caadria.1996.223
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 223-226
summary Designing is a complicated human behaviour and method, and is often treated as a mysterious "black box” operation in human mind. In the early period as for theory-studying of design thinking, the way of thinking that the researchers took were mostly descriptive discussions. Therefore, they lacked direct and empirical evidence although those studies provided significant exploration of design thinking (Wang, 1995). In recent years as for the study of cognitive science, they have tried to make design "glass box”. That is to try to make the thinking processes embedded in designers publicized. That is also to externalize the design procedure which provided the design studies another theoretical basis of more accurate and deeply researched procedure (Jones, 1992). Hence the studying of design thinking has become more important and the method of designing has also progressed a lot. For example, the classification of the nature of design problem such as ill-defined and well-defined (Newell, Shaw, and Simon, 1967), and different theoretical procedure modes for different disciplines, such as viewing architectural models as conjecture-analysis models and viewing engineering models as analysis-synthesis (Cross, 1991).
series CAADRIA
last changed 2022/06/07 07:52

_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 2c14
authors Sharji, E.A., Hussain, H. and Ahmad, R.E.
year 2002
title Electronic Gallery : Case Study of A New Design Approach in Malaysia
doi https://doi.org/10.52842/conf.ecaade.2002.370
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 370-373
summary A building comprises of more than the skin and the structural works. It is the soul that comes in the form of SPACE that is intriguing and provokes the mind. To be able to experience a building relies heavily on the spatial concept and internal lay out. How one is captured right from entering the entrance and through the layering of space, of horizontal and vertical planes and finally the euphoria, or depressed feeling that concludes the tour depending on the feeling intended (Miller, 1995). The common norm at present celebrates the outer skin and grandeur of facades. Not many include the hidden grids and fragmentation that can lead to a surprisingly good form AND space. Thus a number of them fail, in the sense of a sensuous building. ‘The circulation path can be conceived as the perceptual thread that links the spaces of a building or any series of interior or exterior spaces, together. Since we move in TIME, through SEQUENCE of SPACES, we experience a space in relation to where we’ve been, and where we anticipate going’ (Ching, 1979). This research intends to study and analyze the unconventional electronic gallery or ‘e-gallery’ as a versatile hybrid container. The focus of the research will be on documenting spaces in the e-gallery, bringing to light the unlimited possibilities that can take place in such a space.
series eCAADe
email
last changed 2022/06/07 07:59

_id 8625
authors Caneparo, Luca
year 1995
title Simulation of Shape, Light, Color and Material in Design
doi https://doi.org/10.52842/conf.ecaade.1995.417
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. 417-426
summary The purpose of this paper is to analyze the role of simulation in architectural design. The concept of simulation is taken over from physics, where analytical relationships are set up between measured phenomena and mathematical models. Computer visualization applies quantitative models to physical phenomena to simulate analytical aspects, and offers to the designer programs to evaluate, in CAD models, the visual qualities and the numerical quantities of the interactions between shape, light, color and material. Regarding the light-matter simulation, the paper presents recent developments in geometry which make it possible to visualize not only the surface appearance but also the in depth structure of building materials.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_35.htm
last changed 2022/06/07 07:54

_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 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 8c8d
authors Li, Andrew I Kang and Tsou, Jin Yeu
year 1996
title Using Virtual Models to Teach Traditional Chinese Wood Construction
doi https://doi.org/10.52842/conf.caadria.1996.119
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 119-130
summary In this paper we discuss our experience in using virtual models to teach traditional Chinese wood construction. Although our approach is technically simple – we use a kit of model parts made with the Solid Modeler of AutoCAD, Release 12 (now Release 13), and customized commands in AutoLISP – we have had excellent results. This is because of the remarkable match between the modelling medium and the highly systematized nature of traditional Chinese wood construction. It is this crucial – and interesting – characteristic that we want students to understand and appreciate. In our first teaching experience, in the fall term, 1994-95, despite unexpected drawbacks, our approach succeeded. In fact, our students, all Hong Kong Chinese, were surprisingly enthusiastic and even took pride in the sophistication of this uniquely Chinese construction system. In 1995-96, we have used the same kit of parts in two courses: an introduction to Chinese architecture (spring term) and an advanced course in Song dynasty wood construction (fall term). We first discuss briefly the theoretical basis for our approach. We then describe the assignments, the kit of parts, and supporting materials used in our teaching experiences. Finally, we discuss our findings and consider directions for the future development and improvement of our approach.
series CAADRIA
email
last changed 2022/06/07 07:52

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