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 ec17
authors Shelden, D., Bharwani, S., Mitchell, W.J. and Williams, J.
year 1995
title Requirements for Virtual Design Review
source Architectural Research Quarterly 1(2), December
summary Requirements for Virtual Design Review: Fundamental Argument: This article deals primarily with the actual physical components of a virtual design review, and the difficulties associated with their integration. It is a rather refreshing approach to the problem of the virtual studio, in that it provides an empirical model of how the virtual and the real interact. Needless to say, there were numerous difficulties. 1. The reviewers and the students had to adapt to a new system of design review. Thus, traditional protocols and procedures may or may not work when dealing with a project in the virtual realm. The jurors and the students did become more comfortable as the jury progressed, but it is safe to say that those who went first most likely had a difficult and rather unhelpful session. 2. The technology itself was limited in what it could accomplish. The rate of transmissions across the line often hindered the review. Those students who used analog display, such as drawings or sketches, were not able to present these items effectively to remote viewers. The article does state that the virtual design review drew heavily upon the model of tradition review for its procedures. Was this the correct way of conducting the jury? With the introduction of technology into the process, one would think that there would be a significant shift in the model. Though the traditional model may be useful as a point of departure, we must critically engage the unique qualities that technology brings to the review. I would argue that a new model would need to be developed, whether it is a radical departure, a hybrid, or a modest adjustment to the existing model. For a traditional review, all one might need are a few push pins, a table for model display, and a surface upon which to pin his or her drawings. For the digital review, one requires monitors, computers, special lighting, video cameras, electrical outlets and phone jacks, and whatever else might be required to conduct a successful jury. It is in fact more akin to a television production than a traditional jury. The sheer complexity that technology inserts into the process can seem almost overwhelming. Yet if we can narrow our focus, find the essentials, by critically engaging those areas that will be affected by its introduction, then we can begin to imagine a true digital review.
series journal paper
last changed 2003/04/23 15:14

_id a84e
authors De Grassi, Mario and Giretti, Alberto
year 1995
title Applying Formal Methods to Multimedia Design Aid
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. 283-296
doi https://doi.org/10.52842/conf.ecaade.1995.283
summary In the last decade we assisted at an evolution of computer aided design systems from drafting, calculation and simulation utilities toward systems able to support the conceptual phase of the design process. Systems supporting conceptual design use knowledge about the design domain and assume a will defined model of the design activity. Their computational framework is usually built by means of a set of representational schemata which lack a formal semantics. This aspect causes a limitation on the applicability of their computational framework to different domains. In this paper we propose a formal knowledge representation language, that has been defined in order to represent the structural relationships of domain knowledge. On the basis of language structure we propose a number of inferences tailored to case-based conceptual design aiding. Finally we apply the representational framework to the implementation of a computational architecture for conceptual design aiding that integrates multimedia representation of design cases with symbolic information processing. The architecture combines a knowledge representation server and a multimedia server. The knowledge representation server processes both domain knowledge and design experiences according to the Case Based Reasoning paradigm. The multimedia server produces the required case representation.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_34.htm
last changed 2022/06/07 07:55

_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 980c
authors Gougoudilis, Vasileios
year 1995
title Hyperwalls or an Application of a Non-deterministic Rule-based System in Interactive Architectural Modelling
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 173-179
summary This paper presents the architectural modeling as a process of augmenting spatial information; a chain of actions that leads from a sketched idea to the elaborated model. A symbolic constraint solver tool is connected to traditional CAD techniques, as well as to a data representation scheme efficient for architectural elements. The orchestration of the available and added tools allows the designer to ìedit ideasî fast, keeping in mind that different design profiles require adaptive tools to support the varying methodologies. Until the moment that automated design will be both possible and desirable, machines can really shorten the time needed to visualize design ideas in the sense of a handy but non-decisive ìcalculatorî. The discussion is built around illustrated examples from the implemented constraint based modeler.
keywords Non-Deterministic, Rule-Based System, Architectural Modelling
series CAAD Futures
last changed 1999/08/03 17:16

_id d935
authors Pasko, A.A., Adzhiev, V.D., Sourin, A.I. and Savchenko, V.V.
year 1995
title Function representation in geometric modeling: concepts, implementation and applications
source The Visual Computer, 11 (8) 429-446
summary Geometric modeling using continuous real functions of several variables is discussed. Modeling concepts include sets of objects, operations and relations. An object is a closed point set of n-dimensional Euclidean space with a defining inequality f x x xn ( , ,..., ) 1 2 0 °Ÿ . Transformations of a defining function are described for the set-theoretic operations, blending, offsetting, bijective mapping, projection, Cartesian product and metamorphosis. Inclusion, point membership and intersection relations are described. In the implemented interactive modeling system, we use highlevel geometric language that provides extendibility of the modeling system by input symbolic descriptions of primitives, operations and predicates. This approach supports combinations of representational styles, including constructive geometry, sweeping, soft objects, voxel-based objects, deformable and other animated objects. Application examples of aesthetic design, collisions simulation, NC machining, range data processing, and 3D texture generation are given.
series journal paper
last changed 2003/04/23 15:50

_id 6fc9
authors Ponomareva, E., Litvinova A., and Kozakova, R.
year 1995
title Multimedia and Special Architectural Disciplines
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. 169-176
doi https://doi.org/10.52842/conf.ecaade.1995.169
summary A person is a wonderful creature. His high organization helps him not only to see and to hear the world around him, but to feel and understand, to condole and pity. A person is a sacramental creature too. His complex organization helps him to see day as light and darkness, as delivery and death, as delight and grief. Every human reaction has biological, physiological and sensitive components. That is why environment is able to call up physical an emotional associations. A human being can "see" sound and "hear" colours. All history of human culture shows that the art can affect man in different ways: unconscious effects, spontaneous associations, general symbolic or specific conventional meanings. That is why architecture can not only protect (a safeguarded aspect), but give knowledge ( an informational aspect) and set up mood (an emotional aspect). And that is why we speak about ambiguity of sense and about multiartistic works. Such as Skriabin's symphony 'Prometheus'. Two scores - musical and colouristic - are connected in this masterpiece. Let us look through two architectural disciplines—from this point of view. The programmes of these disciplines are examples of such embedment. Any architectural discipline demands computer graphics. Any architectural discipline demands multimedia aided teaching, because multimedia in computer designing is a result of human being's complexity and ambivalence.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_22.htm
last changed 2022/06/07 08:00

_id a927
authors Amirante, Isabella and Bosco, Antonio
year 1995
title Hypertext Between Research and Teaching: An Experience in a Didactic Building Technology Laboratory
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 3-12
doi https://doi.org/10.52842/conf.ecaade.1995.003
summary IPER (hypertext for the knowledge of building patrimony) is the result of a research developed with C.N.R. (National Research Institute). The aim of IPER is to provide the knowledge, the description and the management of one or more historical buildings for public or private institutions. IPER allowed us to improve our methodology of building analysis, covering various disciplinary fields, in two different systems. (1.) the first one, synthetic and suitable for a group of historical buildings, (2.) the second one, complex and particularly made for monumental buildings. // This experience is related to the new regulation of teaching architecture in Italy made in 1993. The main novelty is the introduction of the laboratories with the contemporary presence of two or three teachers of different disciplines, working together with the students on the same project with different approaches. This opportunity allowed us to introduce the "knowledge engineer" as a teacher in the laboratory of building technology. IPER is given to the students with the aim of experimenting and solving the theoretical and practical difficulties that students of different years may encounter in the knowledge and representation of buildings and in the organisation of all the data from the case study.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_1.htm
last changed 2022/06/07 07:54

_id 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 b914
authors Asanowicz, Aleksander and Asanowicz, Katarzyna
year 1995
title Designing, CAD and CAD
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 181-192
summary The general aim of our discussion is to analyze what has been changed in design process according to introducing the computers technology. For the better understanding of the design process evolution, we should precisely define start point - the traditional design process.Let's treat it as an iteration game between a designer and user. If we assume that the designing base is a reductive strategy, we can define six stages of it: 1.) To define a need; 2.) To formulate a task; 3.) To synthesize a design proposals; 4.) To analyze and optimize; 5.) To make a presentation. // The last stage - the presentation of designing proposals is the main factor of using computers in design process and creating definition of CAD as Computer Aided Drafting. According to this interpretation CAD has included four groups of activities: A.) Geometrical modelling; B.) Analysis; C.) Revision and estimation of design proposals; D.) Technical drawing preparing. // Unfortunately it has no connections with another meaning of CAD - Computer Aided Design because concerns every stage of design process except of creation of architectural form. On the other hand, computer enables us to improve the design process by permanent perception of designing forms and dynamic control over the transforming structure. Nowadays thanks to full-function sketching workstation and software like Fractal Design Painter a computer can be useful from the moment when the first line is drawing. It is possible, that the new generation of CAD software - CAD with Personality which connects computer models with picture transformation will enable CAD to be Computer Aided Design.
series plCAD
email
last changed 2000/01/24 10:08

_id dfaf
authors Ataman, Osman
year 2000
title Some Experimental Results in the Assessment of Architectural Media
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 163-171
doi https://doi.org/10.52842/conf.acadia.2000.163
summary The relationship between the media and architectural design can be an important factor and can influence the design outcome. However, the nature, direction and magnitude of this relationship are unknown. Consequently, there have been many speculative claims about this relationship and almost none of them are supported with empirical research studies. In order to investigate these claims and to provide a testable framework for their potential contributions to architectural education, this study aims to explore the effects of media on architectural design. During 1995-1997, a total of 90 students enrolling in First Year Design Studio and Introduction to Computing classes at Georgia Tech participated in the study. A set of quantitative measures was developed to assess the differences between the two media and the effects on the architectural design. The results suggested that media influenced certain aspects of students’ designs. It is concluded that there is a strong relationship between the media and architectural design. The type of media not only changes some quantifiable design parameters but also affects the quality of design.
series ACADIA
email
last changed 2022/06/07 07:54

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

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

_id 8991
authors Danahy, John and Hoinkes, Rodney
year 1995
title Polytrim: Collaborative Setting for Environmental Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 647-658
summary This paper begins with a review of the structuring values and questions the Centre for Landscape Research (CLR) is interested in answering with its testbed software system Polytrim (and its derivatives; CLRview, CLRpaint, CLRmosaic available via anonymous ftp over the internet). The mid section of the paper serves as a guide to Polytrim's structure and implementation issues. Some of the most enduring and significant principles learned from Polytrim's use over the last six years of use in research, teaching and professional practice are introduced. The paper will end with an overview of characteristics that we believe our next generation of software should achieve. The CLR's digital library on the World-Wide Web provides an extensive Set of illustrations and detailed descriptions of the ideas and figures presented in this paper. Endnotes provide specific internet addresses for those that wish to read, see or use the system.
keywords Dialogue, Interaction, Collaboration, Integration, Setting
series CAAD Futures
email
last changed 2003/05/16 20:58

_id b72a
authors Ford, S., Aouad, G., Kirkham, J., Brandon, P., Brown, F., Child, T., Cooper, G., Oxman, R. and Young, B.
year 1995
title An information engineering approach to modelling building design
source Automation in Construction 4 (1) (1995) pp. 5-15
summary This paper highlights potential problems in the construction industry concerning the large quantities of information produced and the lack of an adequate information structure within which to coordinate this information. The Information Engineering Method (IEM) and Information Engineering Facility (IEF) CASE tool are described and put forward as a means of establishing an information structure at a strategic level thus providing a framework for the implementation of lower level applications systems. The paper describes how the ICON (Integration/Information for Construction) project at Salford University is establishing and modelling the information requirements for the construction industry at the strategic level. The IEM and IEF are demonstrated using activity, data and interaction models with particular attention being paid to the function of building design within the broader context of design, procurement and the management of construction. Implications for future practice are also discussed.
keywords Information engineering; CASE tools; Modelling; Integration; Design
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:32

_id 5986
authors Gamma, E., Helm, R., Johnson, R. and Vlissides, J.
year 1995
title Design Patterns: Elements of Reusable Object-Oriented Software
source Reading, MA: Addison-Wesley
summary The book is an introduction to the idea of design patterns in software engineering, and a catalog of twenty-three common patterns. The nice thing is, most experienced OOP designers will find out they've known about patterns all along. It's just that they've never considered them as such, or tried to centralize the idea behind a given pattern so that it will be easily reusable.
series other
last changed 2003/04/23 15:14

_id 2d1a
authors Gero, John S. and Jun, Han J.
year 1995
title Visual semantic emergence to support creative design: A computational view
source J.S. Gero, M. L. Maher and F. Sudweeks (eds), Preprints Computational Models of Creative Design , University of Sydney, pp. 87-117
summary One computational model of creative designing involves the introduction of new variables or schemas into the designing process. This paper describes and elaborates an approach where an emergence process is used to emerge visual semantics features in a design as it proceeds. In particular visual symmetry, visual rhythm, visual movement and visual balance are emerged. The processes of emergence introduce new variables into the design process. Emergence becomes one of the computational processes capable of playing a role in creative designing.
series other
email
last changed 2003/04/06 15:34

_id 36
authors González, Carlos Guillermo
year 1998
title Una TecnologÌa Digital Para el Diseño: El Tde-Ac (A Digital Technology for Design: The Tde-Ac)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 274-279
summary TDE is a graphic language capable of notation of pure design operations, which offers an alternative to Monge and Perspective drawing. This language which was perfected and developed by Claudio Guerri in the late 80's, is originated in the Theory of Spatial Delimitation of CÈsar Janello (1974-1984). From 1995 onwards, and within the framework of the UBACyT AR025 Project (1995-1997), a software in order to apply the TDE through computer technology started to be developed. This work is carried out within the framework of the research program SPATIAL SEMIOTICS-DESIGN THEORY of the FADU-UBA directed by Claudio Guerri, and is continued in the UBACyT AR01 4 Project (1998-2000) "TDE-AC. Graphic language. TDE computer assisted". The computer tool TDE-AC, adds to this graphic language the power of the processing speed and a certain autonomy of interpretation and execution of design operations, which enables to visualize results with a remarkable speed in relation with manual or intellectual work in front of the drawing table. Trough the amplified projection on the screens of the program the stage of development and effectivity of TDE-AC will be demonstrated.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ac5e
authors Hirschberg, Urs and Streilein, André
year 1995
title CAAD Meets Digital Photogrammetry: Modeling "Weak Forms" for Computer Measurement
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. 299-313
doi https://doi.org/10.52842/conf.acadia.1995.299
summary The integration of state-of-the-art photogrammetric methods with the capabilities of CAAD has great potential for a variety of architectural applications. This paper describes the current status of an ongoing research project which aims to develop an easy to use tool for the photogrammetric generation of accurate, reliable and well structured 3D CAAD models of architectural objects. The project adresses the whole range of issues that arise from the digital image acquisition to the data processing, the data integration between photogrammetry and CAAD and the architectural structuring of the geometric data. While also giving a brief overview of the project, the paper concentrates on one central aspect of the system: a method to model what we will define as "weak forms" as the basis for qualitatively controlled computer measurement.
keywords Digital Architectural Photogrammetry, Constraint-Based Modelling
series ACADIA
email
last changed 2022/06/07 07:50

_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

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