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 370

_id 5e49
authors Deering, Michael F.
year 1996
title HoloSketch: A Virtual Reality Sketching/Animation Tool Special Issue on Virtual Reality Software and Technology
source Transactions on Computer-Human Interaction 1995 v.2 n.3 pp. 220-238
summary This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D "What-You-See-Is-What-You-Get" environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
keywords Computer Graphics; Picture/Image Generation; Display Algorithms; Computer Graphics; Three-Dimensional Graphics and Realism; Human Factors; 3D Animation; 3D Graphics; Graphics Drawing Systems; Graphics Painting Systems; Man-Machine Interface; Virtual Reality
series other
last changed 2002/07/07 16:01

_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 ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email
last changed 2003/05/15 10:29

_id 7670
authors Sawicki, Bogumil
year 1995
title Ray Tracing – New Chances, Possibilities and Limitations in AutoCAD
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 121-136
summary Realistic image synthesis is nowadays widely used in engineering applications. Some of these applications, such as architectural, interior, lighting and industrial design demand accurate visualization of non-existent scenes as they would look to us, when built in reality. This can only be archived by using physically based models of light interaction with surfaces, and simulating propagation of light through an environment. Ray tracing is one of the most powerful techniques used in computer graphics, which can produce such very realistic images. Ray tracing algorithm follows the paths of light rays backwards from observer into the scene. It is very time consuming process and as such one could not be developed until proper computers appeared, In recent years the technological improvements in computer industry brought more powerful machines with bigger storage capacities and better graphic devices. Owing to increasing these hardware capabilities successful implementation of ray tracing in different CAD software became possible also on PC machines. Ray tracing in AutoCAD r.12 - the most popular CAD package in the world - is the best of that example. AccuRender and AutoVision are an AutoCAD Development System (ADS) applications that use ray tracing to create photorealistic images from 3D AutoCAD models. These ,internal"' applications let users generate synthetic images of threedimensional models and scenes entirely within AutoCAD space and show effects directly on main AutoCAD screen. Ray tracing algorithm accurately calculates and displays shadows, transparency, diffusion, reflection, and refraction from surface qualities of user-defined materials. The accurate modelling of light lets produce sophisticated effects and high-quality images, which these ray tracers always generates at 24-bit pixel depth,"providing 16,7 million colours. That results can be quite impressive for some architects and are almost acceptable for others but that coloured virtual world, which is presented by ray tracing in AutoCAD space in such convincing way, is still not exactly the same as the real world. Main limitations of realism are due to the nature of ray tracing method Classical ray tracing technique takes into account the effects of light reflection from neighbouring surfaces but, leaves out of account the ambient and global illumination arising out of complex interreflections in an environment. So models generated by ray tracing belong to an "ideal" world where real materials and environment can't find their right place. We complain about that fact and say that ray tracing shows us "too specular world", but (...) (...) there is anything better on the horizon? It should be concluded, that typical abilities of today's graphics software and hardware are far from exploited. As was observed in literature there have been various works carried along with the explicit intention of overcoming all these ray tracing limitations, These researches seem to be very promising and let us hope that their results will be seen in CAD applications soon. As it happens with modelling, perhaps the answer will come from a variety of techniques that can be combined together with ray tracing depending on the case we are dealing with. Therefore from the point of view of an architects that try to keep alive some interest on the nature of materials and their interaction with form, "ray tracing" seems to be right path of research and development that we can still a long way follow, From the point of view of the school, a critical assimilation of "ray tracing" processes is required and one that might help to determinate exactly their distortions and to indicate the correct way of its development and right place in CAAD education. I trust that ray tracing will become standard not only in AutoCAD but in all architectural space modelling CAD applications and will be established as a powerful and real tool for experimental researches in architectural design process. Will be the technological progress so significant in the nearest future as it is anticipated?
series plCAD
last changed 2000/01/24 10:08

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 8955
authors Donath, Dirk and Regenbrecht, Holger
year 1995
title VRAD (Virtual Reality Aided Design) in the Early Phases of the Architectural Design Process
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 313-322
summary With this paper we are introducing a system which supports the early phases of the architectural design process. The system consists of two main components: the software solution ìvoxDesign" and the physical environment "platform". Our aims are: to formulate, develop, and evaluate an architectural design system through the use of VR (virtual reality)-space. The exploration and development of design intentions is supplemented by a new method of three dimensional sketching.
keywords Virtual Reality, Architectural Design, Human Computer Interfaces, Design Techniques
series CAAD Futures
email
last changed 2003/05/16 20:58

_id maver_090
id maver_090
authors Harrison C., Grant, M., Granat, M., Maver, T. and Conway, B.
year 2000
title Development of a Wheelchair Virtual
source 3rd International Conference on Disability, VR and Associated Technologies, Sardinia, (Ed. P Sharkey) ICDVRAT2000, 1-8
summary In the UK the Disability Discrimination Act 1995 aims to end discrimination against disabled people. Importantly the Act gives the disabled community new employment and access rights. Central to these rights will be an obligation for employers and organisations to provide premises which do not disadvantage disabled people. Many disabled people rely on wheelchairs for mobility. However, many buildings do not provide conditions suited to wheelchair users. This project aims to provide instrumentation allowing wheelchair navigation within virtual buildings. The provision of such instrumentation assists architects in identifying the needs of wheelchair users at the design stage. Central to this project is the need to provide a platform which can accommodate a range of wheelchair types, that will map intended wheelchair motion into a virtual world and that has the capacity to provide feedback to the user reflecting changes in floor surface characteristics and slope. The project represents a collaborative effort between architects, bioengineers and user groups and will be comprised of stages related to platform design, construction, interfacing, testing and user evaluation.
series other
email
last changed 2003/09/03 15:01

_id e75d
authors Achten, H., Dijkstra, J., Oxman, R. and Bax, Th.
year 1995
title Knowledge-Based Systems Programming for Knowledge Intensive Teaching
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. 139-148
doi https://doi.org/10.52842/conf.ecaade.1995.139
summary Typological design implies extensive knowledge of building types in order to design a building belonging to a building type. It facilitates the design process, which can be considered us a sequence of decisions. The paper gives an outline of a new approach in a course teaching typological knowledge through the medium of Knowledge-Based Systems programming. It demonstrates how Knowledge-Based Systems offer an appropriate structure for analysing the knowledge required to implement typological design. The class consists of third-year undergraduate students with no extensive previous programming experience. The implementation language is AutoLISP which operates in the AutoCAD environment. The building type used in the course is the office building. in order to become acquainted with both building type and programming in AutoLISP, information and instructions have been gathered and prestructured, including a worked out analysis and AutoLISP code. Office plans are generated through use of the Knowledge-Based System. They are encoded in the form of frames. At the end of the course the students will have learned the basics of Knowledge-Based Systems, have been introduced to programming these systems, have analysed and reflected upon the design process, and gained insight into a specific building type.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_18.htm
last changed 2022/06/07 07:54

_id 0bbb
authors Alshawi, Mustafa
year 1995
title Dynamic Generation of Design Plans at the Brief Stage
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 219-228
summary The traditional approach to design and construction suffers from many limitations. As the technology becomes more available to the average users, the need for an effective and efficient solution has never been greater. This paper introduces an alternative approach to the life cycle of construction projects "application controlled process". Based on this approach, a framework for an Integrated Construction Environment (ICE) has been developed and implemented in a prototype demonstrator "SPACE" (Simultaneous Prototyping for An integrated Construction Environment). This paper is only concerns with those parts of the ICE which are relevant to the dynamic generation of design drawings. The NIRMANI system aims at generating a schematic design by retrieving previous design solutions that match the problem specification from a multimedia case library. While the Bay Design Systems aims at re-adjusting the produced design solution to minimise construction problems.
keywords Integrated Environments, Case-Based Design, Project Life Cycle, Integrated Construction Environment
series CAAD Futures
email
last changed 2003/11/21 15:15

_id 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 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

_id a91e
authors Deering, M.
year 1995
title Holosketch: A virtual reality sketching/animation tool
source ACM Transactions on Computer-Human Interaction, 2(3), pp. 220-238
summary This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D “What-You-See-Is-What-You-Get” environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
series journal paper
last changed 2003/04/23 15:50

_id 0128
authors Engeli, M., Kurmann, D. and Schmitt, G.
year 1995
title A New Design Studio: Intelligent Objects and Personal Agents
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 155-170
doi https://doi.org/10.52842/conf.acadia.1995.155
summary As design processes and products are constantly increasing in complexity, new tools are being developed for the designer to cope with the growing demands. In this paper we describe our research towards a design environment, within which different aspects of design can be combined, elaborated and controlled. New hardware equipment will be combined with recent developments in graphics and artificial intelligence programming to develop appropriate computer based tools and find possible new design techniques. The core of the new design studio comprises intelligent objects in a virtual reality environment that exhibit different behaviours drawn from Artificial Intelligence (AI) and Artificial Life (AL) principles, a part already realised in a tool called 'Sculptor'. The tasks of the architect will focus on preferencing and initiating good tendencies in the development of the design. A first set of software agents, assistants that support the architect in viewing, experiencing and judging the design has also been conceptualised for this virtual design environment. The goal is to create an optimised environment for the designer, where the complexity of the design task can be reduced thanks to the support made available from the machine.
keywords Architectural Design, Design Process, Virtual Reality, Artificial Intelligence, Personal Agents
series ACADIA
email
last changed 2022/06/07 07:55

_id d6d8
authors Flemming, Ulrich and Woodbury, Robert
year 1995
title Software Environment to Support Early Phases in Building Design (SEED): Overview
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 147-152
summary This paper describes the overall goals of SEED, the approach taken by its developers to achieve these goals, and the subprojects that comprise the entire project. SEED aims at providing computational support forthe early design phase in all aspects that can benefit from such support. It addresses specifically architectural programming, schematic layout design, and the generation of a fully three-dimensional configuration ofphysical building components like structure and enclosure. These tasks are handled by three individual modules, SEED-Pro, SEED-Layout, and SEED-Config. A standards processor is under development tosupport standards and code checking in any module, as is an object database to store and retrieve different design versions, alternatives, and past designs that can be reused and adapted in different contexts(case-based design). Usability issues, especially the interfaces to the modules, receive special attention. Subsequent papers elaborate on these efforts in greater detail. The present paper provides an overview of theentire project and introduces shared concepts presumed known in subsequent papers.
series journal paper
email
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 b04c
authors Goerger, S., Darken, R., Boyd, M., Gagnon, T., Liles, S., Sullivan, J. and Lawson, J.
year 1996
title Spatial Knowledge Acquisition from Maps and Virtual Environments in Complex Architectural Space
source Proc. 16 th Applied Behavioral Sciences Symposium, 22-23 April, U.S. Airforce Academy, Colorado Springs, CO., 1996, 6-10
summary It has often been suggested that due to its inherent spatial nature, a virtual environment (VE) might be a powerful tool for spatial knowledge acquisition of a real environment, as opposed to the use of maps or some other two-dimensional, symbolic medium. While interesting from a psychological point of view, a study of the use of a VE in lieu of a map seems nonsensical from a practical point of view. Why would the use of a VE preclude the use of a map? The more interesting investigation would be of the value added of the VE when used with a map. If the VE could be shown to substantially improve navigation performance, then there might be a case for its use as a training tool. If not, then we have to assume that maps continue to be the best spatial knowledge acquisition tool available. An experiment was conducted at the Naval Postgraduate School to determine if the use of an interactive, three-dimensional virtual environment would enhance spatial knowledge acquisition of a complex architectural space when used in conjunction with floor plan diagrams. There has been significant interest in this research area of late. Witmer, Bailey, and Knerr (1995) showed that a VE was useful in acquiring route knowledge of a complex building. Route knowledge is defined as the procedural knowledge required to successfully traverse paths between distant locations (Golledge, 1991). Configurational (or survey) knowledge is the highest level of spatial knowledge and represents a map-like internal encoding of the environment (Thorndyke, 1980). The Witmer study could not confirm if configurational knowledge was being acquired. Also, no comparison was made to a map-only condition, which we felt is the most obvious alternative. Comparisons were made only to a real world condition and a symbolic condition where the route is presented verbally.
series other
last changed 2003/04/23 15:50

_id 5ca8
authors Honda, Y., Matsuda, K., Rekimoto, J. and Lea, R.
year 1995
title Virtual society: Extending the WWW to support a multi-user interactive shared 3D environment
source Proceedings of VRML'95, San Diego, CA
summary The main goal of this paper is to propose a global architecture and a set of protocols to realize a multi-user interactive shared 3D environment in a WWW setting and based upon VRML. We call such an environment Virtual Society. This paper also discusses our initial implementation of Virtual Society and some experimental results from its use.
series other
email
last changed 2003/04/23 15:50

_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 a79b
authors Junge, Richard and Liebich, Thomas
year 1995
title New Generation CAD in an Integrated Design Environment: A Path towards Multi-Agent Collaboration
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 277-290
summary Product Modeling is considered to be an established concept not only for semantically based data exchange, but also for the specification of models, dealing with specific application requirements. The product model approach is regarded to be one step towards a new generation of Computer Aided Architectural Design, and to provide underlying means for enabling communication between different applications on a semantic level. After on overview about the background and the basis principles of product modeling, the authors discuss how product models can be used in commercial developments and in applied research projects.
keywords Product Modeling, STEP, Computer-Aided Design, Data Integration
series CAAD Futures
last changed 1999/08/03 17:16

_id f853
authors Koutamanis, Alexander
year 1995
title Multilevel Analysis of Fire Escape Routes in a Virtual Environment
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 331-342
summary The paper discusses the computer-aided analysis and evaluation of fire safety in relation to pedestrian circulation in buildings, i.e., fire escape routes. It describes an approach employing both detailed and abstract representations. The goals of the research include: (a) the development of a pyramidal structure that links design analyses at different levels of abstraction; (b) the evaluation of abstract, normative levels of the analysis (and though these of underlying legal and professional principles) using the results of detailed, accurate simulations; and (c) the development a reliable framework for testing human behaviour in fire hazard.
keywords Fire Safety, Escape Routes, Analysis and Evaluation, Recognition, Simulation
series CAAD Futures
email
last changed 2003/05/16 20:58

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