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 393

_id 8378
authors Arlati, Ezio
year 1995
title Patriarch: A Hypermedia Environment for the Support of Architectural Design
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 187-198
doi https://doi.org/10.52842/conf.ecaade.1995.187
summary This paper reports on current research in the field of architectural design and knowledge- based systems, through the conception and implementation of two software tools operating as a part of an integrated hypermedia environment denominated PatriArch. Main concern of this set of tools operating in PatriArch is the support of design since the very beginning, in that phase of not yet correctly explored or interpretated constraints and of scarcely specified goals, in which an initial solution model - provisionally composed of fragments of supposed fitting ideas - for the design theme has to take place. The creative activity of the designer is assumed as an 'intentional planning activity' that represents the acquired level of knowledge of the network of connections defining the nature, function, shape in the space etc. of the increasingly integrated solution-model: the final design will be an evolution of this - and other competitive and concurrent - models. PatriArch is meant to be the environment containing and allowing the representation of this evolution through its ability of linking the fragments of designers' knowledge, supported by an integrated relational data base: Sysinfo. These works were conceived inside an educational software development program for architecture students.

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

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

_id d79e
authors Boerner, Katy
year 1995
title Interactive, Adaptive, Computer-aided Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 627-634
summary A general framework of a system that supports building engineering is presented. It accounts for a set of desirable features. Among them are (1) graphical man-machine interaction, (2) high interactivity to facilitate the acquisition of the huge amount of knowledge necessary to support design, (3) incremental knowledge acquisition as the basis for incrementally increasing system support, and (4) adaptability to the tasks which are tackled, the distinctive features of the domain, and user preferences. This paper provides the underlying assumptions and basic approaches of the modules constituting this framework and sketches the current implementation.
keywords Graphical Interfaces, Incremental Knowledge Acquisition, Knowledge Organization, Case-Based Reasoning, Design Prototypes, Analogical Reasoning
series CAAD Futures
email
last changed 2003/11/21 15:16

_id cbe2
authors Fenves, S., Rivard, H., Gomez, N. and Chiou S.
year 1995
title Conceptual Structural Design in SEED
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 179-186
summary Although there are many computer-based tools for analyzing structures whose geometry, topology, and member properties have already been determined, there are very few general-purpose tools to assiststructural designers in synthesizing structural configurations to be subsequently sized, analyzed, and detailed. The comceptual-structural-design submodule of the Software Environment to Support the EarlyPhases in Building Design (SEED-Config) is intended to fill this void. The process starts with a geometric model of the building's massing, a set of functional requirements to be satisfied, and a toolkit oftechnologies capable of generating potential structural system and subsystem alternatives. Structural alternatives can be rapidly generated under designer control to the level of detail desired and evaluated against arange of criteria. Provisions are made to store design cases as well as to retrieve and adapt these to meet new requirements.
series journal paper
last changed 2003/05/15 21:45

_id c681
authors Gero, J.S. and Kazakov, V.
year 1995
title Evolving building blocks for design using genetic engineering: A formal approach
source J.S. Gero and F. Sudweeks (eds), Advances in Formal Design Methods for CAD , IFIP-University of Sydney, Sydney, pp. 29-48
summary This paper presents a formal approach to the evolution of a representation for use in a design process. The approach adopted is based on concepts associated with genetic engineering. An initial set of genes representing elementary building blocks is evolved into a set of complex genes representing targeted building blocks. These targeted building blocks have been evolved because they are more likely to produce designs which exhibit desired characteristics than the commencing elementary building blocks. The targeted building blocks can then be used in a design process. The paper presents a formal evolutionary model of design representations based on genetic algorithms and uses pattern recognition techniques to execute aspects of the genetic engineering. The paper describes how the state space of possible designs changes over time and illustrates the model with an example from the domain of two-dimensional layouts. It concludes with a discussion of style in design.
series other
email
last changed 2003/04/06 07:29

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

_id 05f7
authors Carrara, G., Confessore, G., Fioravanti, A. and Novembri, G.
year 1995
title Multimedia and Knowledge-Based Computer-Aided Architectural Design
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 323-330
doi https://doi.org/10.52842/conf.ecaade.1995.323
summary It appears by now fairly accepted to many researchers in the field of the Computer Aided Architectural Design that the way to realize support tools for these aims is by means of the realization of Knowledge Based Assistants. This kind of computer programs, based on the knowledge engineering, finds their power and efficaciousness by their knowledge base. Nowadays this kind of tools is leaving the research world and it appears evident that the common graphic interfaces and the modalities of dialogue between the architect and the computer, are inadequate to support the exchange of information that the use of these tools requires. The use of the knowledge bases furthermore, presupposes that the conceptual model of the building realized by others, must be made entirely understandable to the architect. The CAAD Laboratory has carried out a system software prototype based on Knowledge Engineering in the field of hospital buildings. In order to overcome the limit of software systems based on usual Knowledge Engineering, by improving architect-computer interaction, at CAAD Lab it is refining building model introducing into the knowledge base two complementary each other methodologies: the conceptual clustering and multimedia technics. This research will make it possible for architects navigate consciously through the domain of the knowledge base already implemented.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_39.htm
last changed 2022/06/07 07:55

_id 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id 47c7
authors Fasse, Isabelle and Paul, Jean Claude
year 1995
title Realistic Rendering and Computer-Aided Lighting Design in Architecture
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 241-255
summary This paper presents an application of realistic rendering to computer aided design in architecture. The application concerns lighting design of buildings. We describe a library of algorithms which allows the simulation of the light sources emittance, surfaces reflectance/transmittance, and light propagation laws. Our general algorithm can compute a physically based simulation of illumination in complex geometric models and offers the capability to change the inputs without recalculating the entire global physical solution. Since the solution is view independent, hardware graphic accelerations are then used to generate the images. Two industrial experimentations have proved that our system can help designers to evaluate small iterations in the design, as well as compare global alternative solutions. Therefore, design quality improvement can be obtained while saving the costly full scale trials that are necessary when conventional methods are used.
keywords Computer-Aided Design, Computer Graphics, Synthesis Images, Architectural Design, Lighting Engineering
series CAAD Futures
last changed 1999/08/03 17:16

_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 750a
authors Oxman, Rivka
year 1995
title Design Case Bases: Graphic Knowledge Bases for the Design Workspace
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 555-565
summary Cases in the domain of architecture and engineering are commonly stored and presented as graphical representations in the form of drawings. The way creative designers fit and adapt graphical representations through drawing and re-drawing is still one of the least understood phenomena in design. Modeling stich processes appears to be a key to graphic knowledge base integration in CAAD environments. The paper reports on a new approach to modeling design adaptation in a graphical environment. This approach is based upon a theory of creativity, the Representation - Re-representation Hypothesis which is here employed in the formalization of design adaptation. A 'multi-layer re-representational model' which assists in the adaptation of design drawings is developed and presented. The model is based on the transformation of chunks of knowledge in design cases into explicit re-representational structures which can support creative design in a graphic environment. This model is utilized in our current work in development of a prototype graphical case-based CAAD system.
keywords Adaptation, Case-based CAAD, Case-based Design, Creativity, Graphical Case-Bases, Representation, Re-Representation.
series CAAD Futures
email
last changed 2003/05/16 20:58

_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 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 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 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 ead7
authors Gero, J.S. and Schnier, T.
year 1995
title Evolving representations of design cases and their use in creative design
source J.S. Gero, M.L. Maher and F. Sudweeks (eds), Preprints Computational Models of Creative Design , Key Centre of Design Computing, University of Sydney, pp. 343-368
summary In case-based design, the adaptation of a design case to new design requirements plays an important role. If it is sufficient to adapt a predefined set of design parameters, the task is easily automated. If, however, more far-reaching, creative changes are required, current systems provide only limited success. This paper describes an approach to creative design adaptation based on the notion of creativity as 'goal oriented shift of focus of a search process'. An evolving representation is used to restructure the search space so that designs similar to the example case lie in the focus of the search. This focus is than used as a starting point to generate new designs.
series other
email
last changed 2003/04/06 15:22

_id c7ef
authors Huang, Jeffrey
year 1995
title Dynamic Urban Information Model: Integrated Approach to Strategic Urban Redevelopment
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 399-408
summary This paper describes a prototype Dynamic Urban Information Model (DUIM) designed to facilitate strategic urban redevelopment, that is, the process of determining precise architectural interventions to set off, guide and condition redevelopment activities. The idea of the DUIM is based on the notion that in order to attain effective strategic redevelopment, an integrated approach addressing the complex interactions of the factors involved in urban life and growth is required. Accordingly, an urban model for this purpose must include not only spatial and formal considerations, but also social, political, economical and ecological aspects. Through a case-study involving the redevelopment of a post-industrial site, this paper explains the rationale of the DUIM in terms of its formal structure, its database, and its application.
keywords Geographic Information Systems, Urban Design, Integrated Environments, Simulation, Real-Time Animation
series CAAD Futures
last changed 1999/08/03 17:16

_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 890b
authors Jakimowicz, Adam
year 1995
title Architecture not Aided – Architecture Transformed
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 193-207
summary Permeating of new technologies (computer aided design) into architectural design causes essential changes in its structure. It is the process, set of mutually interrelated different social, political, cultural occurrences, which happen in the present time. Everything what is new, brings either fear or unreliable expectations. The reflection is needed to name what we will have to deal with in architecture. Architecture is not a stable sphere, and as other disciplines is subject to processes of change, which result from the specificity of the time. We need to be aware of the consequences these processes could cause. I located them in six general fields: 1.) Transformation of the tool traditional tools - set of singular, autonomous, mono-functional devices, which together make the environment; computer - one tool consisting of non-autonomous internal and external units, multifunctional; itself it is the environment, system; 2.) Transformation of the medium. As the medium is the message (M.McLuhan), so the essence of media is transmission. Traditional transmission in architectural design is direct (transmission is equivalent to recording, notation), computer based transmission is indirect (transmission is not equivalent to recording); 3.) Transformation of perception, imagination and thinking. Perception - in the process of design directly relates to media Indirect transmission - causes also rupture in direct relation between record and perception (mainly in modelling); simulated object is a stage in the process. Imagination, thinking - influenced with perception, with data transmitted from the medium - can be seen as inspiration; 4.) Transformation of cooperation and communication. It is to be done by elimination of some of intermediate stages in the design process and use of multimedial communication systems (Internet); 5.) Transformation of methodology. Same as in 4 with the possibility of simultaneous shifting in the hierarchy of design stages - almost full reversal of the process possible (regardless of individual methodology) - if needed of course; 6. Transformation of architecture itself. This concerns very deeply point 3 - and it rooms that natural consequences of the changes in perception, imagination and thinking should result in the new understanding of architecture - not as electronic methaphone, but as a sphere relevant (?!) to the vision of the world, which, as we see, is dramatically changing. The basic issue to accept is that this vision of the world should be interpreted individually. Personally.
series plCAD
email
last changed 2000/01/24 10:08

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