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

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

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

_id c449
authors Millard, Lesley
year 1995
title A Strategic Approach to Climate Responsive Design Using Computer Based Learning
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. 177-182
doi https://doi.org/10.52842/conf.ecaade.1995.177
summary Existing computer software to support the teaching of environmental issues to architecture students is mainly based on energy calculation methods or packages of information split into subject areas. Neither approach seems to adequately support the early stages of the design process. The paper explores the construction of a model for a computer based learning system to teach the development of environmental strategies. Different strands of educational theory were used to develop teaching principles based around consideration of the subjective quality of knowledge influenced by ideas and theories from different sources, the importance of learning a "language" consisting of methods and theories of a subject and their application in context and the suggestion that "deep" learning requires conceptual changes. A suitable framework for the development of environmental strategies is suggested and its implementation using multi-media software as a method of integrating different types of information and learning materials is proposed. The paper concludes that the process of analysis is a key part of the system and should be made the focus of the structure and contents.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_23.htm
last changed 2022/06/07 07:58

_id c3fa
authors Barnanente, A., Cuscito, A.P. and Maiellaro, N.
year 1995
title Expert System and Hypertext for Development Control
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 347-354
doi https://doi.org/10.52842/conf.ecaade.1995.347
summary The paper deals with an interactive system based on expert system and hypertext interaction in order to meet the demands of support for local government officials' activity in building-application inspection. Also described are the planning departments context and the problem related to eliciting knowledge in building-inspection process.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_42.htm
last changed 2022/06/07 07:54

_id 44f6
authors Colajanni, Benedetto and Pellitteri, Giuseppe (Eds.)
year 1995
title Multimedia and Architectural Disciplines [Conference Proceedings]
source Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4 / Palermo (Italy) 16-18 November 1995, 436 p.
doi https://doi.org/10.52842/conf.ecaade.1995
summary The rapid development of the potentialities of multimedia imposes a reflection about its use in teaching architecture. Multimedia is multifaceted and each facet deserves a particular attention inasmuch as it can change the traditional approach to learning. A direct experience of an architectural work can be simulated with a impact far stronger than an experience trough photographs, drawings and books can do. But, as every positive fact can have in certain cases also some negative consequences. the intensity of the participation to an experience structured by someone else can leave less space to a personal approach to the object of the presentation. The same problem is posed if we consider the structure of an hypertext. The essence of the hypertext lies in the net of relationships between very different kinds of documents that it is able to manage in order to express the complexity of its theme. But who has to create the net, the teacher choosing the relationship that he thinks important or the learner to build a personal image of the hypertext matter. It is an old question about the two faces of teaching: transmitting knowledge or giving the learner the instruments to build by oneself his store of knowledge. Easy and trivial answer that both approaches can be useful. The accomplishment of a multimedial sequence of average complexity requires at present a lot of time. Hence, to be convenient, it is to be used many times, then by many students. The effectiveness of the tool partly depends on the rapidity with which it can be constructed. Speeding it up would allow to use this kind of tools with the same easiness than mare traditional means of representation. Besides those general considerations a check is to do on the peculiarities, if any, of the use of multimedia in the different disciplines of the formative curriculum of an architect. This is theme of our thirteenth conference. The programme has been articulated into sessions, dealing separately with history teaching, design teaching and research. Of course the sessions dealing with design are more numerous than the other, since design is the axis of teaching architecture. The presented paper cover a large arc of arguments, dealing with many facets of the proposed themes with plenty of examples and documentation on practical experiences. constituting a corpus of great usefulness for any operator in the field of architectural teaching.

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

_id 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 262e
authors Does, Jan van der
year 1995
title A Student’s Project: Choices in Media for Communication and Presentation
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary The Delft Faculty of Architecture is currently working with a new educational method called “Problem Based Learning”. After teaching basic principles in free-hand drawing and theory of form in the new block system, the sector Media takes also part in the third and fourth year, mostly in the design disciplines. Communication and presentation techniques, so important for the future, that architects and townplanners were organized for further discussions in close cooperation between the three sections of the Media sector. It resulted in the creation of a media module.

Finally a short video production about the Faculty of Architecture resp. the sector Media at Delft University of Technology will be presented.

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

_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 d460
authors Khedro, Taha
year 1995
title AgentCAD for Cooperative Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 667-672
summary AgentCAD is a network infrastructure of distributed CAD applications that facilitates the concurrent an cooperative interaction of several designers working together, possibly over several physical locations, on a design project. It provides a set of services and protocols that support the communications of distributed design information captured by CAD drawings, multiple design views, and design changes. It coordinates access to a common and multiple design models as well as the activities of designers based on captured knowledge of designers' tasks, capabilities, and interests, which characterize their behaviors. The idea of AgentCAD represents a departure from the usual way in which CAD applications are used as single-user tools, applied to one view of specific design problems. In describing the AgentCAD environment, we discuss the organization of AgentCAD, its communication model, and the cooperative interaction protocols for designers in the context of a design scenario.
keywords Cooperative Design; Collaborative Design; Distributed Problem Solving; Communications; Coordination
series CAAD Futures
last changed 1999/08/03 17:16

_id c675
authors Kim, Inham
year 1995
title Design Tools Integration in an Integrated Design Environment
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. 75-95
doi https://doi.org/10.52842/conf.acadia.1995.075
summary The design problem has a multi-disciplinary nature and the design itself evolves as solutions are attempted by the designer. To support inter-disciplinary communication of design concepts and decisions, the integration of relevant CAAD tools is essential. Based upon a large set of design criteria and all corresponding knowledge, with the help of computer aided design tools, the result could be highly effective and novel. The integration of CAAD tools should be performed on the basis of generating better solutions by enabling designers to manipulate and appraise various solutions quickly and with a minimum of effort. The proposed system provides the foundations for a seamless and continuous working environment for architects and building engineers through a data modelling module, an integrated data management framework and various design tools. In the environment, stand-alone design tools can be plugged-in in order to access information stored in central databases. The suggested data modelling module helps integrated CAAD systems represent and exchange domain dependent design information at a semantic level, such as exchanging components and features of a building rather than graphical primitives. The suggested data management framework supports the straight-forward mechanisms for controlling the data representation through the inter-connected modules and design tools.
series ACADIA
last changed 2022/06/07 07:52

_id 7cc1
authors Kowal, Slawomir
year 1995
title CAD Users Integration – A Current Problem
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 93-103
summary In just about every field of human activities, actions which cover the design processes and the development of "a product", demand the participation of people presenting different professions and specialization. Designers using CAD techniques, usually apply different programs and even computer systems. This means that quite a large number of different applications, realising various elementary tasks, may be used during architectural design process. Very seldom data generated by a single designer, may be used by another one presenting a different specialization and using a different program. As each one of them makes a lot of changes during the design process, the need for a free exchange of the computer generated data may be seen easily. Hitherto proposed solutions of the integration of CAD systems users may be qualified in two following groups: 1.) Those based on a single integrated CAD system; 2.) Those based on a neutral data transfer format.
series plCAD
last changed 2000/01/24 10:08

_id 9a66
authors Lee, H., Lee, J. and Chang, S.
year 1995
title Design Adaptation for Handling Design Failures
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 567-576
summary This research deals with two important issues in Case-based Design (CBD): a structure of design cases and a process of design adaptation for handling design failures. The structure of design cases involves problem situation, design specification, design tasks, design solutions, causal explanation, past design failures as well as design performance. It has been noticed that how to represent a structure of design cases and how it can be used in actual a process of design adaptation process are important in Case-based Design. Adaptation process in Case-based Design is also critcial, especially in handling design failures. The description and the analysis of design adaptation process in the context of Case-based Design paradigm is the major focus of this research. A model of casual explanation is presented as an useful tool for identifying sources of design failures. For efficiently handling design failures based on causal explanation, it is essential to characterize various design failures and to devise an adequate structure of adaptation process. Applicability of adaptation process is demonstrated in an exemplary kitchen layout.
keywords Design Failures, Design Adaptation, Causal Explanation, Adaptation Strategies
series CAAD Futures
last changed 1999/08/03 17:16

_id 0892
authors Mortola, E., Fortuzzi A., and Mirabelli, P.
year 1995
title Communications Project of Designing with Multimedia Interactive Tools
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. 361-374
doi https://doi.org/10.52842/conf.ecaade.1995.361
summary We at a new step of software where the development of applications is done not using instructions, but composing applications. The software object oriented which allows the integration between applications is the solution for the designer to produce the own software. It is possible to use integrated applications with a limited knowledge of algorithms and programming languages. That allows the not specialized users to use specialized multimedia tools. The consequences of this opportunity can result very important not only for the designer but above all the actors involved in the decision making process. It is hard to evaluate the social weight of hypertexts and hypermedia in the field of social participation to the decision making. However their efficiency in the communication problem it is clear. We can preview that in the next future the use of hypermedia will be more extensive in the field of decision making, which involve public interests. Some hypertext developed in the CAAD Laboratory of the Third University are briefly described.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_44.htm
last changed 2022/06/07 07:58

_id e716
authors Nickerson, S., Thrale, B. and Whiting, D.
year 1995
title Automating the Drafting for As-Found Recording and Facility Management Surveys
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. 315-332
doi https://doi.org/10.52842/conf.acadia.1995.315
summary Much of the time of a facility planner, restoration architect or heritage recorder is spent, on site analysing thebuilding and collecting data and measurements. These will be used later to create the reports and drawings that will provide the basis for the subsequent design but these notes and measurements are just the beginning of the long process of drafting the as-found situation. Errors are inevitable in this type of work but, typically they only come to light, back in the office where confirming a measurement may entail an extra trip to the site, and there are times that they only turn up when a contractor encounters problems on the job A software tool, currently under development, addresses this problem by first helping to structure the note taking process so that more consistent data is collected, and then, automatically creating a 2D or 3D CAD model from the resulting database. This can be done on a laptop computer, before the recording team leaves the site so that the model can be compared with reality and faulty or missing measurements corrected. Furthermore, this combination of database and drawing is linked, allowing queries of the data from inside Autocad or the assembly of a specialized model based on a database query. Point collection techniques supported include traditional and not so traditional) hand measurement, total station surveying equipment and interfaces with other software such as rectification and photogrammetric packages. The applications envisioned include as found recording, facilities management data collection and the possibility of a totally data-driven GIS
series ACADIA
last changed 2022/06/07 07:58

_id 99a3
authors Schaaf, Joerg W. and Voss, Angi
year 1995
title Retrieval of Similar Layouts in FABEL using AspecT
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 617-626
summary In the FABEL project several approaches have been developed and published for retrieving similar cases in the domain of architectural design. In this paper we want to focus on a short description and foremost on integration of these approaches. We will introduce the most important approaches. As a first step towards integration, we suggest decomposing them into their main parts: representation of cases, similarity function and retrieval component. Using the first two parts each approach in a new search algorithm operating on a generic data structure, we built a shell called AspecT for an easy integration. We are positive that one can never have fully considered all aspects of a design. Therefore, we describe an open framework to define new aspects and to apply them depending on the context. Unfortunately, openness brings some difficulties along with it. One can not predict the importance of an aspect, until the situation assessment of the query is completed. In other words, it is impossible to define a static distribution of aspect weights that fits for all purposes. As a consequence, one can not predefine a static structure on the case base to speed tip retrieval processes. Dealing with this problem, we developed and published a special search algorithm that passes through a multidimensional case base, finding the best fitting cases within a short amount of time. This algorithm does not need any predefined structure on the case base except aspect specific relations between cases. Creativity of inventing new aspects of cases should not be hindered but one can ask whether or not a certain aspect are worth being regarded in searching for useful cases. The shell AspecT offers a tool to evaluate aspects. At first, formal criteria influence the initial weights of aspects but later on, the contribution of an aspect to find user accepted cases, determines the survival fitness of an aspect. The rule for living or dying is simple. Seldom used aspects disappear, whereas others become stronger. A short description regarding this work is given in last part.
keywords Case-Based Reasoning, Retrieval, Integration of Similarity Concepts, Architectural Design
series CAAD Futures
last changed 1999/08/03 17:16

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

_id c642
authors Andersen, T. and Carlsen, N.V.
year 1995
title Software design of maintainable knowledge-based systems for building design
source Automation in Construction 4 (2) (1995) pp. 101-110
summary Identifying and establishing a basic structure for knowledge representation is one of the keys to successful design of knowledge-based computer systems. In Building Design and Construction, this initial knowledge structure can be achieved by utilizing a query driven approach to software engineering. As (user) queries reflect the user's demand for in/output, it is natural to link the overall user dialogue with key elements in the knowledge base direct connections between user screen and objects in the knowledge base support prototyping and testing the application during development. However, the price for pursuing this approach in its pure form can be high, as needs for later maintenance and augmentation of the system can be very hard to fulfill. To overcome these problems, a strict user interlace, software separation strategy must be. introduced at early stages of software design. and implemented as a global control module as independent of the knowledge processing as possible.
keywords Knowledge-based; Query driven: Software design; User interlace: Separation; Maintainable systems
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:35

_id 5236
authors Arciszewski, T., Michalski, R.S. and Dybala, T.
year 1995
title STAR methodology-based learning about construction accidents and their prevention
source Automation in Construction 4 (1) (1995) pp. 75-85
summary This paper presents the results of a feasibility study concerning the application of STAR-methodology-basedmachine learning to construction accidents and their prevention. A ten-stage knowledge acquisition process is presented and its individual stages described. Knowledge about construction accidents was acquired using a collection of 225 examples, based on actual accidents records. Inductive learning with a system based on the STAR-methodology was employed. This system was used in both the generalization and specialization modes of operation. The decision rules obtained are complex, but their interpretation is clear and they seem to be consistent with the present understanding of causal relationships between accident results and various factors affecting them. Also, the rules were verified using average overall and omission empirical error rates, which were calculated as average for three randomly determined sequences of examples. These error rates were calculated for all seven steps in the machine learning process, and were used to construct learning curves for both error rates. The relationships between error rates and the number of examples used for learning are analyzed, and coefficients of linear regression given and discussed. The 225 examples used were found to be grossly insufficient to produce reliable knowledge about accidents and therefore a large study is postulated which would involve the collection of a larger number of construction accident records. In general, our study demonstrated the feasibility of machine learning in acquiring knowledge about construction accidents.
keywords Construction accidents and their prevention; Knowledge acquisition; Machine learning; Multi-stepmachine learning process
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:31

_id 8378
authors Arlati, Ezio
year 1995
title Patriarch: A Hypermedia Environment for the Support of Architectural Design
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. 187-198
doi https://doi.org/10.52842/conf.ecaade.1995.187
summary This paper reports on current research in the field of architectural design and knowledge- based systems, through the conception and implementation of two software tools operating as a part of an integrated hypermedia environment denominated PatriArch. Main concern of this set of tools operating in PatriArch is the support of design since the very beginning, in that phase of not yet correctly explored or interpretated constraints and of scarcely specified goals, in which an initial solution model - provisionally composed of fragments of supposed fitting ideas - for the design theme has to take place. The creative activity of the designer is assumed as an 'intentional planning activity' that represents the acquired level of knowledge of the network of connections defining the nature, function, shape in the space etc. of the increasingly integrated solution-model: the final design will be an evolution of this - and other competitive and concurrent - models. PatriArch is meant to be the environment containing and allowing the representation of this evolution through its ability of linking the fragments of designers' knowledge, supported by an integrated relational data base: Sysinfo. These works were conceived inside an educational software development program for architecture students.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_25.htm
last changed 2022/06/07 07:54

_id 00ae
id 00ae
authors Ataman, Osman
year 1995
title Building A Computer Aid for Teaching Architectural Design Concepts
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. 187-208
doi https://doi.org/10.52842/conf.acadia.1995.187
summary Building an aid for teaching architectural design concepts is the process of elaborating topics, defining problems and suggesting to the students strategies for solving those problems. I believe students in Environment and Behavior (E&B) courses at Georgia Tech can benefit greatly from a computer based educational tool designed to provide them with experiences they currently do not possess. In particular, little time in the course (outside lectures) is devoted to applying concepts taught in the course to the studio projects. The tool I am proposing provides students with an opportunity to critique architectural environments (both simple examples and previous projects) using a single concept, "affordances". This paper describes my current progress toward realizing the goal of designing a tool that will help the students to understand particular concepts and to integrate them into their designs. It is my claim that an integrative and interactive approach - creating a learning environment and making both the students and the environment mutually supportive- is fundamentally more powerful than traditional educational methods.

series ACADIA
email
last changed 2022/06/07 07:54

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