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 11 of 11

_id maver_079
id maver_079
authors Maver, T.W., and Chen, Y.
year 1996
title Supporting Interaction Within Virtual Studios
source Construction on the Information Highway (Ed Z. Turk), CIB Publication, vol 198, 109-120
summary In this paper the author describes the development of a virtual studio environment, which is intended for supporting communications for both dispersed human designers and distributed CAD applications. By applying the metaphor of the real world design studio, a virtual studio model has been defined as an electronic locale in the computer networks, which contains distributed resources and is inhabited by dispersed designers. Virtual studio environment (VSE) has then been proposed to refer to such a multi-user environment which supports the creation, operation and management of virtual studios. A distributed implementation architecture, which loosely couples the domain resources with the VSE base system through resource agents, has been designed. Conceptual building design has been chosen as the application domain for prototyping. Several typical scenarios of interaction with VSE will be discussed. One of the prominent features of this system is that the supported interaction takes place within, instead of through or external to, the design systems.
series other
type normal paper
email
last changed 2008/06/12 16:24

_id maver_080
id maver_080
authors Maver, T.W. and Chen, Y.
year 1996
title The Design and Implementation of a Virtual Studio Environment
source Proceedings of 2nd East-West Conference on Information Technology in Design, 126-137
summary In this paper the authors describe the design and implementation of a virtual studio environment a distribute system for design collaboration across time and space. A virtual studio is defined as an electronic locale i the computer networks, containing distributed resources (both domain-specific design artifacts and generic Computer-Mediated Communication facilities) and inhabited by dispersed designers, whilst the virtual studj0 environment (VSE) refers to such a multi-user environment which supports the creation, operation and management of virtual studios. We'll particularly focus on reporting on the requirement analysis for a VS: the distributed system architecture, the design of the virtual studio model, and the implementation of the VSE server and VSE client programs. Conceptual buildingS design has been chosen as the application domain Advanced distributed computing technologies (CORBA, WWW) have been utilised for the prototyping.
series other
email
last changed 2003/09/03 15:01

_id maver_083
id maver_083
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title A Human-Centred Approach Towards Design Integration
source Published in Information Representation and Delivery in Civil and Structural Engineering Design. (Ed B. Kumar ) CIVIL COMP Press, UK, 105-116
summary Many past efforts have addressed design integration in terms of inter-operation among design tools/applications. In this paper the authors attempt to stress the social dimension of design and the role of explicit support for human level interaction during design systems integration. A humancentred approach will be proposed by taking design integration as collaborative use of design artifacts. A virtual studio environment framework will be presented as an integration vehicle to link social and technical dimensions within a human-human interaction context. A prototype virtual studio environment will be outlined, and a demonstration of using the VSE prototype presented. This will he followed by some discussion on the related research and further work.
series other
email
last changed 2003/09/03 15:01

_id maver_084
id maver_084
authors Maver, T.W., Frame, I. and Chen, Y.
year 1996
title The Development of a Virtual Studio Environment to Support Collaborative Building Design
source Design, Synergy, Collaboration - selected papers from DEcon Conference
summary This paper describes the development of a virtual studio environment to support collaborative working in the domain of building design. By applying and extending the real-world design studio model within the Internet-based distributed computing environments, the virtual studio concept has been refined as computerised settings, which integrate both the dispersed human designers and the distributed CAD applications. The hope is to achieve the similar effect as physical co-presence while providing extra advantages such as the support for automatic communication archiving and being less obtrusive than sharing a physical office. Like its real-world counterpart (which usually consists of the office, desks, file cabinets, instruments etc), such a virtual studio consists of the several major components, including a multi-user graphical user interface displaying the shared virtual workspace on each designer's workstation, distributed multimedia databases and CAD tools for processing the domain tasks, and rich human-human interaction facilities supporting a variety of communication modes. Advance distributed object computing technologies (0MG CORBA in particular) have been adopted for modelling and implementing the distributed systems, W3 (world-wide-web) technologies have also been exploited for constructing the distributed multi-media databases and an image communication kit. In contrast to the traditional CAD integration which is usually focused solely on the well-structured technical part of the product and process, the described research advocates a human-centred systems development strategy in which design is first of all taken as a process of social construction.
series other
email
last changed 2003/09/03 15:01

_id 705d
authors Chen, C.L. Philip and Sen, Xie
year 1996
title Freehand drawing system using a fuzzy logic concept
source Computer-Aided Design, Vol. 28 (2) (1996) pp. 77-89
summary A pen-based drawing system using a fuzzy logic concept has been developed. The Fuzzy Freehand Drawing System (FFDS) can infer human drawing intentions and generate the corresponding geometric primitivesand smooth B-spline curves. FFDS is a pen-based real time drawing system. On the basis of drawing position, speed, and acceleration information, FFDS establishes geometric primitives. Unintentional points areeliminated using fuzzy filtering rules. FFDS analyses the drawn curve with reference models, and obtains the corresponding possibilities. Fuzzy inference rules are used to recognize the correct model. Finally, thecorrect geometric primitives are drawn automatically.
keywords Free Curves, Freehand Drawing, Fuzzy Logic
series journal paper
last changed 2003/05/15 21:33

_id 4fee
authors Chen, Hou I and Liou, Shuenn Ren
year 1996
title A Configuration-Generating Method Based on a Lattice System
doi https://doi.org/10.52842/conf.caadria.1996.199
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 199-215
summary In this paper, I would propose a configuration-generating method: "L grammars”. Relating to Turing machine, cellular automata, tiling problem and Wang tile theory. It is named Lgrammars”. L grammars base on an infinite lattice space (usually a chess-board-like lattice plane) is a bottom-up approach, in which each cell of a lattice system corresponds to a bounded configuration unit. Thus, a lattice plane would corresponds to a configuration union. The power of L grammars is demonstrated by generating various configurations such as fractal images (two dimensional examples) and crystal models (three dimensional examples). Finally, it would be discussed briefly about some interesting issues concerning about L grammars such as the limitations of L grammars.
series CAADRIA
last changed 2022/06/07 07:55

_id caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id ecaade03_111_25_wittkopf
id ecaade03_111_25_wittkopf
authors Wittkopf, Stephen K. and Hee, Harold
year 2003
title DESIGN BY GRADING? ELECTRONIC BUILDABILITY DESIGN APPRAISAL SCORE (eBDAS) AS A MAJOR DESIGN CONSIDERATION IN ARCHITECTURAL DESIGN IN SINGAPORE
doi https://doi.org/10.52842/conf.ecaade.2003.111
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 111-116
summary Singapore is possibly the first country in Asia to implement a nation-wide electronic system for the evaluation and approval of building plans called ELECTRONIC BUILDABILITY DESIGN APPRAISAL SCORE (eBDAS). The system is a systematic and comprehensive method of computing a building design’s buildability efficiency through a scoring methodology. Using this methodology, the building authorities make the decision as to whether a building is approved for construction. Poh and Chen (1996) have found that a design with a higher buildable score results in more efficient labour usage in construction and therefore higher site labour productivity. However, the relationship between construction costs and buildable score was found less distinct. This paper discusses the existing implications of eBDAS on the architectural profession and potential implications on educational institutes.
keywords Buildability; Standardization; Design Assessment; Design Education
series eCAADe
email
last changed 2022/06/07 07:57

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

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

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