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 170

_id a927
authors Amirante, Isabella and Bosco, Antonio
year 1995
title Hypertext Between Research and Teaching: An Experience in a Didactic Building Technology Laboratory
doi https://doi.org/10.52842/conf.ecaade.1995.003
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. 3-12
summary IPER (hypertext for the knowledge of building patrimony) is the result of a research developed with C.N.R. (National Research Institute). The aim of IPER is to provide the knowledge, the description and the management of one or more historical buildings for public or private institutions. IPER allowed us to improve our methodology of building analysis, covering various disciplinary fields, in two different systems. (1.) the first one, synthetic and suitable for a group of historical buildings, (2.) the second one, complex and particularly made for monumental buildings. // This experience is related to the new regulation of teaching architecture in Italy made in 1993. The main novelty is the introduction of the laboratories with the contemporary presence of two or three teachers of different disciplines, working together with the students on the same project with different approaches. This opportunity allowed us to introduce the "knowledge engineer" as a teacher in the laboratory of building technology. IPER is given to the students with the aim of experimenting and solving the theoretical and practical difficulties that students of different years may encounter in the knowledge and representation of buildings and in the organisation of all the data from the case study.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_1.htm
last changed 2022/06/07 07:54

_id 4202
authors Brown, Michael E. and Gallimore, Jennie J.
year 1995
title Visualization of Three-Dimensional Structure During Computer-Aided Design
source International Journal of Human-Computer Interaction 1995 v.7 n.1 pp. 37-56
summary The visual image presented to an engineer using a computer-aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three-dimensional (3-D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two-dimensional (2-D) surface. The objective of this research is to examine the effects of stereopsis on subjects' ability to (a) accurately transfer to, and retrieve from, long-term memory spatial information about 3-D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3-D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0° and 180°. In each trial, the subject's task was to determine, as quickly and as accurately as possible, whether the trial object was the same shape as the memorized object or its mirrored image. One of the two cases was always true. To assess the relative merits associated with disparity and interposition, the two depth cues were manipulated in a within-subject manner during the study period and during the trials that followed. Subject response time and error rate were evaluated. Improved performance due to hidden surface is the most convincing experimental finding. Interposition is a powerful cue to object structure and should not be limited to late stages of design. The study also found a significant, albeit limited, effect of stereopsis. Under specific study object conditions, adding disparity to monocular trial objects significantly decreased response time. Response latency was also decreased by adding disparity information to stimuli in the study session.
series journal paper
last changed 2003/05/15 21:45

_id 647a
authors Kirschner, Ursula
year 1996
title Teaching Experimental Design with CAAD
doi https://doi.org/10.52842/conf.ecaade.1996.221
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 221-226
summary 2-D CAAD is the standard tool in architectural work and education. whereas 3-dimensional CAAD is still used to present a finished design. This paper demonstrates that experimental design in 3-D allows students to deal with new methods of design. At North East Lower Saxony Polytechnic, 1995 saw the beginning of development of didactic methods for teaching design with the interactive use of common 3-D CAAD tools. Six exercises were devised, the first two being 2-D exercises in urban and layout design. Subsequent steps introduced three styles of architectural designing with 3-D tools. The students selected one of these styles for their three-day exercise in urban planning. Based on the results, three main ways were developed: the "digital toolkit", the "additive design approach" and the "lighting simulation".
series eCAADe
last changed 2022/06/07 07:52

_id 640d
authors Koszewski, Krysztof
year 1995
title Communication of Ideas in Architecture Versus Computer Techniques
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 171-180
summary Computer as a tool in architects' work is an obvious thing for near all of us. Recent two - three years have shown that probably the most revolutionary feature of computers is their immense possibility of usage in today's communication techniques, the continuous flow of information. This fact makes us to think about computer techniques as an useful tool not only in designing, but also in extensive presenting of ideas - like communication between architects and all the others involved in the designing and building process. Presenting ideas requires prior process of gathering data and storing it in computers' memory. Incredible progress in ways of organizing information leads also to the idea of developing a sketch of a standard of the amount and structure of information gathered to make it an universal set of parameters describing the design - a multi - functional database. The first part (presenting ideas) is more to be used in Poland by now. Architects should appreciate benefits of an impressive presentation and they already started to. The universal database for use by everyone, or rather a file of the project, which presentation is a part of, is rather a theory by now. But exploring it’s potential and a real need to create one - is essential.
series plCAD
email
last changed 2003/05/17 10:01

_id 617e
authors Wang, Cheng-Jui
year 1995
title Shape cognition in design: constructing a cognitive model of shapes for different design fields
source NCTU, iaa
summary The purpose of this paper is to reveal the characteristics of shape cognition of different design fields in the 'intuitive design' domain, and to construct a cognitive model of shape cognition for different design fields. The research procedure used in this study consisted of two phases. The first phase was applied to protocol analysis study of three professional designers in architectural design, industrial design and graphic design respectively. In the second phase, one controlled laboratory experiment was designed to reveal the characteristics of designers' shape perception in different 'intuitive design' fields. By these empirical findings, we found that designer's cognitive processes of shapes would be not alike in different design fields. The results suggest that in different design fields, designer's shape cognition processes will be different, and in each design field, similar cognitive processes of shape contained different design meanings.
series other
last changed 2003/04/23 15:50

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

_id ddssar0206
id ddssar0206
authors Bax, M.F.Th. and Trum, H.M.G.J.
year 2002
title Faculties of Architecture
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary In order to be inscribed in the European Architect’s register the study program leading to the diploma ‘Architect’ has to meet the criteria of the EC Architect’s Directive (1985). The criteria are enumerated in 11 principles of Article 3 of the Directive. The Advisory Committee, established by the European Council got the task to examine such diplomas in the case some doubts are raised by other Member States. To carry out this task a matrix was designed, as an independent interpreting framework that mediates between the principles of Article 3 and the actual study program of a faculty. Such a tool was needed because of inconsistencies in the list of principles, differences between linguistic versions ofthe Directive, and quantification problems with time, devoted to the principles in the study programs. The core of the matrix, its headings, is a categorisation of the principles on a higher level of abstractionin the form of a taxonomy of domains and corresponding concepts. Filling in the matrix means that each study element of the study programs is analysed according to their content in terms of domains; thesummation of study time devoted to the various domains results in a so-called ‘profile of a faculty’. Judgement of that profile takes place by committee of peers. The domains of the taxonomy are intrinsically the same as the concepts and categories, needed for the description of an architectural design object: the faculties of architecture. This correspondence relates the taxonomy to the field of design theory and philosophy. The taxonomy is an application of Domain theory. This theory,developed by the authors since 1977, takes as a view that the architectural object only can be described fully as an integration of all types of domains. The theory supports the idea of a participatory andinterdisciplinary approach to design, which proved to be awarding both from a scientific and a social point of view. All types of domains have in common that they are measured in three dimensions: form, function and process, connecting the material aspects of the object with its social and proceduralaspects. In the taxonomy the function dimension is emphasised. It will be argued in the paper that the taxonomy is a categorisation following the pragmatistic philosophy of Charles Sanders Peirce. It will bedemonstrated as well that the taxonomy is easy to handle by giving examples of its application in various countries in the last 5 years. The taxonomy proved to be an adequate tool for judgement ofstudy programs and their subsequent improvement, as constituted by the faculties of a Faculty of Architecture. The matrix is described as the result of theoretical reflection and practical application of a matrix, already in use since 1995. The major improvement of the matrix is its direct connection with Peirce’s universal categories and the self-explanatory character of its structure. The connection with Peirce’s categories gave the matrix a more universal character, which enables application in other fieldswhere the term ‘architecture’ is used as a metaphor for artefacts.
series DDSS
last changed 2003/11/21 15:16

_id c2bd
authors Belblidia, Salim and Perrin, Jean-Pierre
year 1995
title Multi-Resolution Rendering of Architectural Models
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 231-239
summary This paper presents a method for representing complex models with various levels of detail. It is based on a geometric simplification algorithm and is applied to a scene described by a rooted-tree structure. In order to control the restuting image quality and the computation time, we propose two algorithms which allow to choose one representation of the scene.
keywords Computer Graphics, Image Synthesis, Realistic Rendering, Real-Time Rendering, Computer Aided Architectural Design
series CAAD Futures
email
last changed 2003/11/21 15:16

_id c05a
authors Bridges, Alan
year 1995
title Design Precedents for Virtual Worlds
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 293-302
summary The usual precedents cited in relation to Cyberspace are William Gibson's book "Neuromancer" and Ridley Scott's film. "Bladerunner". This paper argues that, whilst literature and film are appropriate precedents, there are more suitable sources to refer to when designing virtual worlds. The paper discusses the use of computer modelling in exploring architectonic concepts in three-dimensional space. In doing so it draws on the philosophy of simulation and gives examples from alternative film and literature sources but concludes that one of the most appropriate metaphors is widely available in the form of the television soap opera.
keywords Design Simulation, Space, Time, Virtual Reality
series CAAD Futures
email
last changed 2003/11/21 15:16

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

_id 2036
authors Dzeng, R.J.
year 1995
title Caseplan: A Case-based Planer and Scheduler for Construction Using Product Modeling
source University of Michigan
summary Construction planning and scheduling are important to contractors for estimating the cost and duration of a project they are to bid on and construct. Many projects specify incentive and disincentive clauses for completing projects early and late. The timely completion and success of a project rely on good planning and scheduling. Contractors who repeatedly build the same kind of facilities acquire experience in scheduling the needed construction work. When parts of a facility's design are copied from one project to the next, the previously developed schedules could possibly be reused to schedule future work. This dissertation presents a construction planner and scheduler, named CasePlan, that automates the planning and scheduling process through the use of experience encoded in cases. CasePlan enables a contractor to specify a facility design using a product model, describe the relationships between product components and parts of a schedule (e.g., activity subnetworks, construction crews), and store this information as a case. As a decision support tool, CasePlan enables the contractor to search for cases whose facility designs are similar to that of a new project. The similarity assessment is based on the relative importance values that the contractor assigns to the components and their attributes in the product model. As an automation tool, CasePlan creates the schedule of a new project by reusing parts of the schedules whose associated designs are most similar to that project's design. The result is a schedule in which construction alternatives are chosen from those used in previous cases based on the new project scheduling constraints. The contractor / system-user can interact with CasePlan during its operation or modify the resulting schedule to add detail needed for executing the schedule in the field. Two types of construction projects have been studied for the development of CasePlan. One is the Kit-of-Parts post offices, in which designs are made by reusing design modules defined as Parts. The other is the boiler erection for fossil-fueled power plants, in which the design process is standardized and component configurations are similar across designs. These projects were chosen because their schedules are similar within each project type, which suggested that practitioners had a high incentive and were likely to reuse schedules. CasePlan's similarity assessment for boiler erection projects was validated using a survey. CasePlan's schedules and usability was subjectively evaluated also by the interviewed professionals.
series thesis:PhD
email
last changed 2003/02/12 22:37

_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 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 c6b2
authors Fenves, S.J., Garrett, J.H., Kiliccote, H., Law, K.H. and Reed, K.A.
year 1995
title Computer representations of design standards and building codes: a U.S. perspective
source The Int. Journal of Construction IT3(1), pp.13-34
summary Standards representation and processing in the United States has had a long and interesting history of development. The work in the past has focused primarily on representing a standard, evaluating the intrinsic properties of that represented standard, and evaluating designs for conformance to that standard. To date, for a variety of reasons, standards writing organizations and computer-aided design software vendors have not adopted much of the results of this research. The failure of the approach so far in the U.S. can be traced to two distinct areas. One major cluster of causes is methodological: the initial concepts were not backed up by usable, persistent computer tools; and the initial application and model were not representative. The second cluster of causes of failure is professional, and has a lot to do with the dynamics of interaction of individuals and organizations. Future research must address the inadequacies of the current representations and create models that are able to represent all, or almost all, of the different types of provisions in any given standard; investigate and deliver a much richer set of processing functionality's, such as more support for use of design standards in earlier phases of design; support the treatment of multiple, heterogeneous standards available from distributed sources; and determine what type of support is needed to go from the textual versions of design standards to the formal models that can support sophisticated computation.
series journal paper
last changed 2003/05/15 21:45

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

_id ddssup9609
id ddssup9609
authors Hall, A.C.
year 1996
title Assessing the Role of Computer Visualisation in Planning Control: a recent case study
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary In papers to previous DDSS Conferences, and elsewhere, the author has developed an argument concerning the use of computer visualisation in the planning process. In essence, it proposes that: • visualisation can enable lay persons to play a more effective role and this can result in different and more effective decisions; • the level of realism employed should result from the basic requirements necessary to resolve the issue minimising the cost of production of the images. These points have been tested in repeated examples. The latest one concerns a new site that Anglia Polytechnic University has established in the centre of Chelmsford, UK. A computer model of the new campus showing both the existing and proposed buildings was commissioned from the author by the University for a visit by HM the Queen in June 1995. This model was subsequently adapted for use in the process of obtaining planning consent and the marketing of floorspace for the next building to be constructed. For this purpose, a higher level of realism was requested. The experience of achieving it confirmed the results of the previous research indicating the strong link between realism and cost. It also contributed new insights into the varying expectations of different professionals concerning the role of such a visualisation. The requirement of the architect for demonstrating all aspects of the design required a high level of realism than that required for planning and marketing purposes and was considerably more expensive. The low cost of use for planning purposes should be stressed but surprisingly, the lower level of realism implied may be easier for the lay person than the professional to accept.
series DDSS
last changed 2003/08/07 16:36

_id 2115
authors Ingram, R. and Benford, S.
year 1995
title Improving the legibility of virtual environments
source Second Euro graphics Workshop on Virtual Environments
summary Years of research into hyper-media systems have shown that finding one's way through large electronic information systems can be a difficult task. Our experiences with virtual reality suggest that users will also suffer from the commonly experienced "lost in hyperspace" problem when trying to navigate virtual environments. The goal of this paper is to propose and demonstrate a technique which is currently under development with the aim of overcoming this problem. Our approach is based upon the concept of legibility, adapted from the discipline of city planning. The legibility of an urban environment refers to the ease with which its inhabitants can develop a cognitive map over a period of time and so orientate themselves within it and navigate through it [Lynch60]. Research into this topic since the 1960s has argued that, by carefully designing key features of urban environments planners can significantly influence their legibility. We propose that these legibility features might be adapted and applied to the design of a wide variety of virtual environments and that, when combined with other navigational aids such as the trails, tours and signposts of the hyper-media world, might greatly enhance people's ability to navigate them. In particular, the primary role of legibility would be to help users to navigate more easily as a result of experiencing a world for some time (hence the idea of building a cognitive map). Thus, we would see our technique being of most benefit when applied to long term, persistent and slowly evolving virtual environments. Furthermore, we are particularly interested in the automatic application of legibility techniques to information visualisations as opposed to their relatively straight forward application to simulations of the real-word. Thus, a typical future application of our work might be in enhancing visualisations of large information systems such the World Wide Web. Section 2 of this paper summarises the concept of legibility as used in the domain of city planning and introduces some of the key features that have been adapted and applied in our work. Section 3 then describes in detail the set of algorithms and techniques which are being developed for the automatic creation or enhancement of these features within virtual data spaces. Next, section 4 presents two example applications based on two different kinds of virtual data space. Finally, section 5 presents some initial reflections on this work and discusses the next steps in its evolution.
series other
last changed 2003/04/23 15:50

_id 4248
authors Kalay, Y.E. and Skibniewski, M.J.
year 1995
title Automation in Construction: Fulfilling the promise
source Automation in Construction 4 (1) (1995) pp. 1-3
summary Three years ago, Elsevier Science B.V. has embarked on one of the most important endeavors for the A/E/C community, worldwide. With the help of three dedicated individuals, it has inaugurated a new refereed journal devoted to discussing, critically examining and disseminating the latest developments affecting the processes that lead to the design, construction and use of buildings and other facilities. Unlike other jour-nals in this field, Automation in Construction has been dedicated to exploring the processes and tools used by the A/E/C community, rather than its products. It has been dedicated to issues concerning the A/ E / C community specifically, and to methods, practices and tools that make use of computers in particular, thereby filling a void which existed, until its inauguration, within the A/E/C community's publications.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:30

_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 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

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