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 485

_id 4cda
authors Akin, O., Cumming, M. , Shealey, M. and Tuncer, B.
year 1996
title An Electronic Design Assistance Tool for Case Based Representation of Designs
doi https://doi.org/10.52842/conf.acadia.1996.123
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 123-132
summary In precedent based design, solutions to problems are developed by drawing from an understanding of landmark designs. Many of the key design operations in this mode are similar to the functionalities present in case based reasoning systems: case matching, case adapting, and case representation. It is clear that a rich case base, encoding all major product types in a design domain would be the centerpiece of such an approach. EDAT (Electronic Design Assistance Tool) is intended to assist in precedent based design in the studio with the potential of expansion into the office setting. EDAT has been designed using object oriented system development methods. EDAT was used in a design studio at Carnegie Mellon University, during Spring 1996, and will be used in future studios, as well.
series ACADIA
email
last changed 2022/06/07 07:54

_id acb9
authors Do, Ellen Yi-Luen
year 1996
title The Right Tool at the Right Time - Drawing as an Interface to Knowledge Based Design Aids
doi https://doi.org/10.52842/conf.acadia.1996.191
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 191-199
summary Designers use different symbols and diagrams in their drawings to explore alternatives and to communicate with each other. Therefore, a useful design environment should attempt to infer the designer's intentions from the drawing and, based on this inference, suggest appropriate computational tools for the task at hand. For example, a layout bubble diagram might activate design cases with similar configurations. Scribbles of view lines on a floor plan might bring up a spatial analysis tool. This research aims to develop an integrated digital sketching environment to support early design activities. The paper proposes RT, an intelligent sketch environment that provides the designers with the right tools at the right time.
series ACADIA
email
last changed 2022/06/07 07:55

_id aff6
authors Ferrar, Steve
year 1996
title Back to the Drawing Board?
doi https://doi.org/10.52842/conf.ecaade.1996.155
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 155-162
summary I am starting my presentation with some slides of architecture as a reminder that above all else we are involved in the education of future architects. Such is the enthusiasm of many of us for our specialist subject that computers dominate any discussion of architecture. We must not lose sight of the fact that we are using computers to assist in the manipulation of space, form, light, texture and colour, and in communicating our ideas. They should also be helping us and our students to understand and deal with the relationship of built form to its environment, its users and other buildings. The use of computers should not get in the way of this. In the final analysis the image on a computer screen is only that - an image, a representation of a building. It is not the building itself. It is a means to an end and not an end in itself. The image must not be a substitute for the physical building. We must remember that we use most of our other senses when experiencing a building and it is just as important to be able to touch, hear and smell a piece of architecture as well as being able to see it. Who knows, perhaps even taste is important. How much does the use of computers affect the design process and the final appearance of the building? Would these buildings have been substantially different if a system of working in three dimensions, similar to computer aided design, had been available to these architects. To what degree has the design process and method of working shaped the architecture of designers like Frank Lloyd Wright, Carlo Scarpa, Louis Sullivan, Charles Rennie Mackintosh or Alvar Aalto.

series eCAADe
email
last changed 2022/06/07 07:50

_id diss_fox
id diss_fox
authors Fox, M.A.
year 1996
title Novel Affordances of Computation to the Design Process of Kinetic Structures
source Massachusetts Institute of Technology, Cambridge, MA
summary This paper is a discourse into the relationship between the process, computational tools and the role which symbolic structure can play in both. I argue the relationship of the process and tools is dialectic, whereby the tools we utilize in design develop new heuristics, the methodologies in turn, if reflectively understood, can be more aptly facilitated through the development of novel tools. The tools and the process then evolve together. A theory is laid out exploring the human visual information processing systems pertinence to the limitations in mental three-dimensional imaging and transformation operations as relevant to the operations of drawing and mental visualization within the architectural design processes, substantiating the designers necessity to draw (by traditional means, but more importantly here, through the inclusive integration of CAD within the process). The necessity to draw is explored as a representational process to the visual system as predicated upon the existence of a structured internal library of diagram-like representations in our heads. I argue that the ways we utilize such idiosyncratic libraries is predicated upon the ways in which we go about structuring the perceived experienced world around us into symbol systems. And finally, the ways we utilize our reflective understanding of the heuristic transformations of these symbols within the design process in the context of a CAD environment are explored as a means to an enhanced understanding of that which is being designed and consequently as a vehicle for the development of future CAD systems to better facilitate such methodologies of designing. A personal design process of several kinetic structures is carried out in order to arrive at a localized process analysis within computer-aided design environment. Through an interactive, reflective process analysis, conclusions are drawn as to the affordances and limitations of such tools as suggestive of the operations a CAD environment might perform so as to better foster future methodologies of designing. The design experiments are utilized as a vehicle to understand the process. Specifically three kinetic projects are exploited for the prototypical operations they display. When difficulties or mental limitations are encountered with the operations, specific tools are developed to facilitate the limitation or to overcome the problem.
series thesis:MSc
more http://www.mafox.net/sm_thesis/Thesis11.pdf
last changed 2003/11/28 07:35

_id 452d
authors Arlati, E., Bottelli, V. and Fogh, C.
year 1996
title Applying CBR to the Teaching of Architectural Design
doi https://doi.org/10.52842/conf.ecaade.1996.041
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 41-50
summary This paper presents an approach to the analysis and description of the nature of process knowledge in architectural design, the development of a conceptual model for Galathea, a case-based navigation tool for its support, and the application of this theoretical foundation to the teaching of design to a group of about 100 second-year architecture students. Design is assumed as a globally coherent information, memory and experience-intensive process in which professional skill is the capability to govern a large number of continually evolving variables in the direction of desired change. This viewpoint on design has guided the development of Galathea, the model of a tool aimed at describing architectural design through the description, mapping and management of the complete decision-making path of projects by means of the dynamic representation of the relationship between goals, constraints and the decisions/actions adopted at specific nodes and through the creation of a case-base aimed at the storage, retrieval and adaptation of relevant design moves in similar project contexts. This conceptual model is applied to educational activity at the faculty of Architecture of Milan, with the aim of teaching how to govern a project from the outset considering it as an evolving but coherent map of design moves, which allow the adoption of the correct decisions involving the most disparate types of information, experience and memory, and which altogether conduct to the desired goal. The resolution paths of the students, all applied to the same architecture problem, result in a design move case-base, the further utilisation and interest of which is open to collegial discussion.
keywords knowledge-based design; case-based reasoning; design process control, design moves
series eCAADe
email
last changed 2022/06/07 07:54

_id 3905
authors Duffy, T.M. and Cunningham, D.J.
year 1996
title Constructivism: Implications for the design and delivery of instruction
source D.H. Jonassen, (Ed) Handbook of research for educational communications and technology, N.Y; Macmillan Library reference USA
summary This will be a seminar that examines Constructivist theory as it applies to our thinking about instruction. Many folks think of constructivism as a method of instruction -- it is not. It is a framework for thinking about learning or what it means to come to know. As such, it is a framework for understanding (interpreting) any learning environment as well as a framework for designing instruction. The seminar will be organized around weekly readings. We will examine the alternative constructivist theories, e.g., socio-cultural constructivism and cognitive constructivism, and the pragmatism of Richard Rorty. However, rather than focusing on the differences between these frameworks, our emphasis will be on the implications of the broader, common framework for the design of instruction. Hence we will spend most of the semester discussing strategies for designing and delivering instruction, e.g., the work of Bransford, Collins, Pea, Jonassen, Spiro, Fosnot, Senge, and Schank. We will consider both business and schooling environments for learning -- there is significant work in both domains. There will be particular emphasis of the use of technology in instruction. We will look at the communication, information, and context providing roles of technology as contrasted to the traditional approach of using technology to deliver instruction (to teach). We will also pay particular attention to problem based learning as one instructional model. In PBL there is particular emphasis on the role of the facilitator as a learning coach (process orientation) as opposed to a content provider. There is also a particular emphasis on supporting the development of abductive reasoning skills so that the learner develops the ability to be an effective problem solver in the content domain. The major paper/project for the course will be the design of instruction to train individuals to be learning coaches in a problem based learning or goal based scenario learning environment. That is, how do you support teachers in adapting the role of learning coach (which, of course, requires us to understand what it means to be a learning coach). Design teams will be formed with the teams all working on this same design problem. A comprehensive prototype of the learning environment is required as well as a paper provide the theoretical framework and rationale for the design strategy. While not required, I would expect that computer technology will play a significant role in the design of your learning environment. With that in mind, let me note that it is not required that the prototype be delivered on the computer, i.e., I am not requiring programming skills but rather design skills and so "storyboards" is all that is required.
series other
last changed 2003/04/23 15:14

_id 1fb3
authors Akin, O., Cumming, M., Shealey, M. and Tuncer, B.
year 1997
title An electronic design assistance tool for case-based representation of designs
source Automation in Construction 6 (4) (1997) pp. 265-274
summary In precedent based design, solutions to problems are developed by drawing from an understanding of landmark designs. Many of the key design operations in this mode are similar to the functionalities present in case-based reasoning systems: case matching, case adapting, and case representation. It is clear that a rich case-base, encoding all major product types in a design domain would be the centerpiece of such an approach. EDAT (Electronic Design Assistance Tool) is intended to assist in precedent based design in the studio with the potential of expansion into the office setting. EDAT has been designed using object oriented system development methods. EDAT was used in a design studio at Carnegie Mellon University, during Spring 1996.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id a04a
authors Bhavnani, S.K. and John, B.E.
year 1996
title Exploring the Unrealized Potential of Computer-Aided Drafting
source Proceedings of CHI'96 (1996), 332-339
summary Despite huge investments by vendors and users, CAD productivity remains disappointing. Our analysis of real- world CAD usage shows that even after many years of experience, users tend to use suboptimal strategies to perform complex CAD tasks. Additionally, some of these strategies have a marked resemblance to manual drafting techniques. Although this phenomenon has been previously reported, this paper explores explanations for its causes and persistence. We argue that the strategic knowledge to use CAD effectively is neither defined nor explicitly taught. In the absence of a well-formed strategy, users often develop a synthetic mental model of CAD containing a mixture of manual and CAD methods. As these suboptimal strategies do not necessarily prevent users from producing clean, accurate drawings, the inefficiencies tend to remain unrecognized and users have little motivation to develop better strategies. To reverse this situation we recommend that the strategic knowledge to use CAD effectively should be made explicit and provided early in training. We use our analysis to begin the process of making this strategic knowledge explicit. We conclude by discussing the ramifications of this research in training as well as in the development of future computer aids for drawing and design.
keywords Task Decomposition; Learning
series other
email
last changed 2003/11/21 15:16

_id eb51
authors Coyne, Richard
year 1996
title CAAD, Curriculum and Controversy
doi https://doi.org/10.52842/conf.ecaade.1996.121
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 121-130
summary This paper brings some of the debate within educational theory to bear on CAAD teaching, outlining the contributions of conservatism, critical theory, radical hermeneutics and pragmatism. The paper concludes by recommending that CAAD teaching move away from conservative concepts of teaching, design and technology to integrate it into the studio. In a highly illuminating book on education theory, Shaun Gallagher (1991) outlines four current views on education that correspond to four major positions in contemporary social theory and philosophy. I will extend these categories to a consideration of attitudes to information technology, and the teaching of computing in architecture. These four positions are conservatism, critical theory, radical hermeneutics, and pragmatism. I will show how certain issues cluster around them, how each position provides the focus of various discursive practices, or intellectual conversations in contemporary thinking, and how information technology is caught up in those conversations. These four positions are not "cognitive styles," but vigorously argued domains of debate involving writers such as Gadamer, Habermas and Derrida about the theory of interpretation. The field of interpretation is known as hermeneutics, which is concerned less with epistemology and knowledge than with understanding. Interpretation theory applies to reading texts, interpreting the law, and appreciating art, but also to the application of any practical task, such as making art, drawing, defining and solving problems, and design (Coyne and Snodgrass, 1995). Hermeneutics provides a coherent focus for considering many contemporary issues and many domains of practice. I outline what these positions in education mean in terms of CAAD (computer-aided architectural design) in the curriculum.

series eCAADe
email
more http://www.caad.ac.uk/~richard
last changed 2022/06/07 07:56

_id 911c
authors Darken, Rudolph P.
year 1996
title Wayfinding in Large-Scale Virtual Worlds
source George Washington University
summary As important as navigation is to human performance in virtual worlds, it is an often overlooked problem in the design process. This dissertation reports an experiment intended to show that real-world wayfinding and environmental design principles are effective in designing virtual worlds which support skilled wayfinding behavior. The design principles are adapted from both the cognitive psychology literature and urban and architectural design methodologies. There are two categories of design principles; those that guide the organizational structure of the environment, and those that guide the use and presentation of maps. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The environments are extremely large and consist of open sea, land, and ships which are used as targets for search tasks. The worlds are augmented with either a radial grid, a map, both, or neither. For each trial, the subject's viewpoint position and orientation was sampled approximately once per second. A verbal protocol with accompanying video was used to elicit information about the search strategies employed. A map drawing exercise followed each trial in order to gain insight to the subject's spatial knowledge (i.e. cognitive map) of the environment. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. The grid was shown to provide superior directional information but both treatments using the map were superior overall due to the geocentric perspective provided. Behaviors associated with each treatment indicate that the cues had a strong effect on both search performance and search strategy. The results suggest that users of large-scale virtual worlds require structure in order to effectively navigate. Augmentations such as direction indicators, maps, and path restriction can all greatly improve both wayfinding performance and overall user satisfaction.
series thesis:PhD
email
more http://www.seas.gwu.edu/~sibert/darken/publications/Dissertation_95/thesis.html
last changed 2003/02/12 22:37

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

_id bd19
authors Harrison, Steve and Dourish, Paul
year 1996
title Re-Place-ing Space: The Roles of Place and Space in Collaborative Systems Learning from Space and Place
source Proceedings of ACM CSCW'96 Conferenc on Computer-Supported Cooperative Work 1996 p.10
summary Many collaborative and communicative environments use notions of "space" and spatial organisation to facilitate and structure interaction. We argue that a focus on spatial models is misplaced. Drawing on understandings from architecture and urban design, as well as from our own research findings, we highlight the critical distinction between "space" and "place". While designers use spatial models to support interaction, we show how it is actually a notion of "place" which frames interactive behaviour. This leads us to re-evaluate spatial systems, and discuss how "place", rather than "space", can support CSCW design.
keywords Space; Place; Media Space; Virtual Reality; MUDs; Metaphor
series other
last changed 2002/07/07 16:01

_id 8ee5
authors Koutamanis, A., Mitossi, V.
year 1996
title SIMULATION FOR ANALYSIS: REQUIREMENTS FROM ARCHITECTURAL DESIGN
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Computerization has been a positive factor in the evolution of both kinds of analysis with respect to cost, availability and efficiency. Knowledge-based systems offer an appropriate implementation environment for normative analysis which can be more reliable and economical than evaluation by human experts. Perhaps more significant is the potential of interactive computer simulation where designs can be examined intuitively in full detail and at the same time by quantitative models. The advantages of this coupling are evident in the achievements of scientific visualization. Another advantage of computational systems is that the analysis can be linked to the design representation, thereby adding feedback to the conventional visualization of designs in drawing and modeling systems. Such connections are essential for the development of design guidance systems capable of reflecting consequences of partial inadequacies or changes to other aspects in a transparent and meaningful network of design constraints.

The possibilities of computer simulation also extend to issues inadequately covered by normative analysis and in particular to dynamic aspects of design such as human movement and circulation. The paper reports on a framework for addressing two related problems, (a) the simulation of fire escape from buildings and (b) the simulation of human movement on stairs. In both cases we propose that current evaluation techniques and the underlying design norms are too abstract to offer a measure of design success, as testified by the number of fatal accidents in fires and on stairs. In addition, fire escape and stair climbing are characterized by great variability with respect to both the form of the possible designs and the profiles of potential users. This suggests that testing prototypical forms by typical users and publishing the results as new, improved norms is not a realistic proposition for ensuring a global solution. Instead, we should test every design individually, within its own context. The development of an affordable, readily available system for the analysis and evaluation of aspects such as fire escape and stair safety can be based on the combination of the technologies of virtual reality and motion capture. Testing of a design by a number of test people in an immersion space provides not only intuitive evaluations by actual users but also quantitative data on the cognitive and proprioceptive behaviour of the test people. These data can be compiled into profiles of virtual humans for further testing of the same or related designs.

keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

_id 8bea
authors Lipson, H. and Shpitalni, M.
year 1996
title Optimization-based reconstruction of a 3D object from a single freehand line drawing
source Computer-Aided Design, Vol. 28 (8) (1996) pp. 651-663
summary This paper describes an optimization-based algorithm for reconstructing a 3D model from a single, inaccurate, 2D edge-vertex graph. The graph, which serves as input for the reconstruction process, is obtained froman inaccurate freehand sketch of a 3D wireframe object. Compared with traditional reconstruction methods based on line labelling, the proposed approach is more tolerant of faults in handling both inaccurate vertexpositioning and sketches with missing entities. Furthermore, the proposed reconstruction method supports a wide scope of general (manifold and non-manifold) objects containing flat and cylindrical faces. Sketchesof wireframe models usually include enough information to reconstruct the complete body. The optimization algorithm is discussed, and examples from a working implementation are given.
keywords Drawing To Model, Optimization, Robustness
series journal paper
last changed 2003/05/15 21:33

_id 7f0f
authors Naai-Jung, S.
year 1996
title A study of 2D- and 3D-oriented architectural drawing production methods
source Automation in Construction 5 (4) (1996) pp. 273-283
summary The purpose of this paper is to present drawing production methods based on the difference between 2D- and 3D-oriented approaches. This study emphasizes the comparison of the two approaches in data production, updating and analysis. Architectural CAD drawings are outputted from design information through a computational interface. A drawing production model (P) can be represented by a database (DB) and an interface (I). The input interface is the input or update method between users and application systems. The output interface is the method of presenting architecture drawings like plans, elevations, sections and details based on input data. Under the constraints of a predefined data structure, the computational interface determines the efficiency and characteristics of input and output data. Drawing production methods can be classified into three types: segregating drawing files, applying reference files and constructing a virtual building model. These types come with different interfaces: 2D drafting has the same input and output interface, whereas constructing a 3D model is achieved using a different interface. A digital building model is defined as the electronic information of a whole building which is assembled by components with attributes. 2D- and 3D-oriented drawing methods are compared, based on items such as the required preparation before drafting, consistency of plans, elevations and sections, ease of modification, drafting efficiency, number of persons involved, and analysis potential.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id a026
authors Nagakura, Takehiko
year 1996
title Form Processing: A System for Architectural Design
source Harvard University
summary This thesis introduces a new approach to developing software for formal synthesis in architectural design. It presents theoretical foundations, describes prototype specifications for computable implementation, and illustrates some examples. The approach derives from the observation that architects explore ideas through the use of sequences of drawings. Architects derive each drawing in a sequence from its predecessor by executing some transformation on a portion of the drawing. Thus, a formal design state is established by a sequence of drawings with historical information about their construction through progressive transformations. The proposed system allows an architect to develop a design in three ways. First, a new transformation can be added to a current sequence of drawings. Second, existing sequences can be edited by exchanging their subset sequences. Third, an existing sequence can be revised parametrically by assigning new values to its design variables. The system implements scripts that specify categories of shapes and transformations between any two shape categories. When an instance of a shape category is found in a design, a transformation can replace it with an instance of another shape category. Recursive application of a given set of transformations to an initial shape instance produces a sequence of drawings that represents a formal design state. The system encodes this formal design state as an assembly of all the shape instances used and their relationships (nesting, emergent and replacement). Furthermore, this assembly, called a construction graph, allows the existing sequences to be edited efficiently by exchanging subsets and to be revised parametrically. The advantage of this approach as demonstrated in the examples is that it allows intuitive, rapid and interactive construction of complex designs. Moreover, design knowledge can be captured by scripts that depict heuristic shapes and transformations as well as by assembled construction graphs which depict cases of formal design. Such a reusable and expandable knowledge base is essential for assisting disciplined and creative architectural design.
keywords Computer Software Development; Architectural Design; Data Processing
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 8f53
authors Ng, Edward
year 1996
title Say what You Do and Do what You Say
doi https://doi.org/10.52842/conf.ecaade.1996.293
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 293-300
summary In the forthcoming globalisation and virtual almost everything, we are indeed reliving a moment of history when, at the turn of the century, machines replace craftsman in mass-producing goods quicker, cheaper, 'better' and faster for the mass market regardless of the appropriateness in using the machine. So much so that the recent proliferation of computer graphics has reached a stage where many are questioning their validity and usefulness in the advancement of architectural discourse. This paper argues that the pedagogy of the use of the new tools should be effective communication in vision and in representation. In short, saying what you do and doing what you say, no more and no less, or to be 'true' and 'honest'. The paper tries to provide a hypothetical framework whereby the rationale of drawing could be more systematically understood and criticised, and it reports ways the framework is introduced in the teaching of design studio. The focus of the experimental studio (Active Studio 1.6 beta) is to enable the substantiation of ideas and feelings through a critical manipulation of medium and techniques. The results are narratives whereby the expression of intention as well as the drawings are both on trial.

series eCAADe
last changed 2022/06/07 07:58

_id e09a
authors Rüdiger, Bjarne
year 1996
title The Masonry House Raised as an Exhibition and Information Building
doi https://doi.org/10.52842/conf.ecaade.1996.387
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 387-390
summary At many schools of architecture the studies are directed to practical, professional use, and this fact results in different attitudes. But normally, it will be so that the longer the student goes in the study the more aspects from practice will be involved. Therefore, the studies passes from the work with the design itself and the more artistic sides to the work with planning and production. The basis of the educational progress and the professional level is research and development. Within CAD it is important that this research develops as well the theoretical foundation and includes experience in the practical use. An attitude which prioritizes the practical qualifications late in the studies has of course an effect in the CAD instruction. Tendencies to consider the computer to be a tool of drawing and visualization will dominate, and the work with structuralized information models for a general documentation has had minor interest until now, and this also includes the use of professional applications developed from different conventions in support of collaboration and quality control. The dialogue between the environment of education and research on one hand and the professional business in practice must be considered important for the developing process in the use of CAD and for the building of usable IT models. The work with "The Masonry House" and later "The Building Trade House" tries to expose how a deliberate structuralization of the CAD model early in the sketching- and planning process can support as well the more esthetic estimates as the building technology documentation. And also point out the professional qualifications bound up with 11 to be integrated in the study course.
series eCAADe
email
last changed 2022/06/07 07:56

_id 3151
authors Sanders, K.
year 1996
title The Digital Architect
source New York, NY, John Wiley &Sons
summary Written by an architect for design professionals, The Digital Architect is a gold mine of commonsense advice and guidance on the realities of using computer technology in design practice. Ken Sanders, AIA, takes you beyond the hyperbole to discover the practical reality of using computers today. He explains their strengths and weaknesses; what these tools do and what they don't do; and how they can be used strategically and tactically to improve quality, productivity, and profits in design firms of all sizes. Drawing on his own experiences and those of colleagues from across the nation whose comments appear throughout, he provides a wealth of valuable insights and advice on: * Choosing technology that leverages your professional value * Integrating technology seamlessly into your firm * Implementing cost-effective technology training and education * Managing the digital office, including liability, privacy, and security issues * Organizing the knowledge base of your firm * Using the Internet's World Wide Web as a global information resource * Hardware platforms, operating systems, and networks * Software tools and applications, including CAD, word processing, spreadsheets, multimedia, visualization, animation, virtual reality, on-line services, and more * The latest releases of major software products, including Windows 95TM and AutoCAD(r) Release 13(r) The only guide of its kind, The Digital Architect is a valuable tool for architects, engineers, designers, and all those who participate in creating the built environment.
series other
last changed 2003/04/23 15:14

_id 4040
authors Smith, I., Stalker, R. and Lottaz, C.
year 1996
title Creating design objects from cases for interactive spatial composition
source Artificial Intelligence in Design ‚96, eds. J. S. Gero and F. Sudweeks, 97 - 116. Dordrecht: Kluwer Academic
summary This paper describes IDIOM, a system for composing layouts using cases. Layouts are interactively composed by users rather than automatically generated as has been proposed by previous research. The design is incrementally parameterized as cases are added and therefore, case adaptation, user interpretation and model activation can occur at any stage. IDIOM supports designers through reducing constraint complexity and through managing design preferences, thereby restraining proposed solutions and further adaptation within globally feasible design spaces. Improvements to the algorithm over previous implementations have increased reliability. In general, designers, who currently carry out spatial composition tasks using standard drawing tools, have reacted favourably to the system, providing useful feedback for further work.
series journal paper
last changed 2003/04/23 15:14

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