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

PDF papers
References

Hits 1 to 20 of 493

_id e29d
authors Arvesen, Liv
year 1996
title LIGHT AS LANGUAGE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary With the unlimited supply of electric light our surroundings very easily may be illuminated too strongly. Too much light is unpleasant for our eyes, and a high level of light in many cases disturbs the conception of form. Just as in a forest, we need shadows, contrasts and variation when we compose with light. If we focus on the term compose, it is natural to conceive our environment as a wholeness. In fact, this is not only aesthetically important, it is true in a physical context. Inspired by old windows several similar examples have been built in the Trondheim Full-scale Laboratory where depth is obtained by constructing shelves on each side of the opening. When daylight is fading, indirect artificial light from above gradually lightens the window. The opening is perceived as a space of light both during the day and when it is dark outside.

Another of the built examples at Trondheim University which will be presented, is a doctor's waitingroom. It is a case study of special interest because it often appears to be a neglected area. Let us start asking: What do we have in common when we are waiting to come in to a doctor? We are nervous and we feel sometimes miserable. Analysing the situation we understand the need for an interior that cares for our state of mind. The level of light is important in this situation. Light has to speak softly. Instead of the ordinary strong light in the middle of the ceiling, several spots are selected to lighten the small tables separating the seats. The separation is supposed to give a feeling of privacy. By the low row of reflected planes we experience an intimate and warming atmosphere in the room. A special place for children contributes to the total impression of calm. In this corner the inside of some shelves are lit by indirect light, an effect which puts emphasis on the small scale suitable for a child. And it also demonstrates the good results of variation. The light setting in this room shows how light is “caught” two different ways.

keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:34

_id ddssup9602
id ddssup9602
authors Arentze, T.A., Borgers, A.W.J. and Harry J.P.
year 1996
title A knowledge-based model for developing location strategies in a DSS for retail planning
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary Most DSS for retail planning are based on impact assessment models to support the evaluation of plan scenario's. This paper introduces a complementary knowledge-based model to support also the earlier stage of formulating plan scenario's. An analysis of the retail planning problem reveals the main lines of the strategies adopted by most Dutch planners and retailers to achieve their goals. A basic strategy that seems to be appropriate in most problem contexts is formulated in the form of a set of decision tables. Each decision table or system of decision tables specifies for a problem area decision rules to identify and analyse problems and to formulate possible actions. The model is implemented in a DSS where it is used in combination with quantitative impact assessment models. A case study in the area of daily good facilities demonstrates the approach. The major conclusion is that the knowledge-based approach and in particular the decision table technique provides interesting possibilities to implement planning task structures in a DSS environment.
series DDSS
last changed 2003/11/21 15:16

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ddssup9609
id ddssup9609
authors Hall, A.C.
year 1996
title Assessing the Role of Computer Visualisation in Planning Control: a recent case study
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary In papers to previous DDSS Conferences, and elsewhere, the author has developed an argument concerning the use of computer visualisation in the planning process. In essence, it proposes that: • visualisation can enable lay persons to play a more effective role and this can result in different and more effective decisions; • the level of realism employed should result from the basic requirements necessary to resolve the issue minimising the cost of production of the images. These points have been tested in repeated examples. The latest one concerns a new site that Anglia Polytechnic University has established in the centre of Chelmsford, UK. A computer model of the new campus showing both the existing and proposed buildings was commissioned from the author by the University for a visit by HM the Queen in June 1995. This model was subsequently adapted for use in the process of obtaining planning consent and the marketing of floorspace for the next building to be constructed. For this purpose, a higher level of realism was requested. The experience of achieving it confirmed the results of the previous research indicating the strong link between realism and cost. It also contributed new insights into the varying expectations of different professionals concerning the role of such a visualisation. The requirement of the architect for demonstrating all aspects of the design required a high level of realism than that required for planning and marketing purposes and was considerably more expensive. The low cost of use for planning purposes should be stressed but surprisingly, the lower level of realism implied may be easier for the lay person than the professional to accept.
series DDSS
last changed 2003/08/07 16:36

_id sigradi2023_108
id sigradi2023_108
authors Passos, Aderson, Jorge, Luna, Cavalcante, Ana, Sampaio, Hugo, Moreira, Eugenio and Cardoso, Daniel
year 2023
title Urban Morphology and Solar Incidence in Public Spaces - an Exploratory Correlation Analysis Through a CIM System
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1655–1666
summary The walkability of open spaces has been highlighted in current discussions about the production of designed environments in urban contexts (Matan, 2011). To contribute to this theme, this work selects the environmental comfort of open spaces as its element of study. The production of urban space was investigated, specifically in regard to urban morphology, understanding that city design directly influences environmental comfort (Jacobs, 1996). This work addresses the geographic context of low latitudes, specifically in hot and humid climate zones of Brazil, and, in this context, according to NBR 15220 (national performance standards), shading is one of the main comfort strategies, so solar incidence was the approached environmental phenomenon. Thus, this work presents a digital system that performs exploratory analysis on the correlations between urban form indicators and environmental performance indicators, specifically solar incidence. The method consists of three steps: urban form modeling (1), indicator measurement (2) and correlation analysis (3). In the first stage, different spatial sections of a city in Brazil were represented in the digital environment (1). This work’s implementation instrument is based on a City Information Modeling framework (Beirao et al., 2012). Visual Programming Interface (VPI) and Geographic Information Systems (GIS) tools were used, in addition to a Relational Database Management System (RDBMS). Then, for each urban clipping, the values of morphological indicators and the incidence of solar radiation were measured (2). Based on the values of the indicators, an exploration of their correlation was carried out by statistical methods (3). The results of the correlation analysis and their correspondent scatter plots are presented. Finally, possible applications of the results for the creation of prescriptive urban planning systems are discussed, seeking to promote a sustainable urban environment.
keywords Urban planning, Environmental comfort, Walkability, Urban morphology, Statistical methods.
series SIGraDi
email
last changed 2024/03/08 14:09

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
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 In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id sigradi2018_1762
id sigradi2018_1762
authors de Albuquerque Montezi, Rafael; Tanoue Vizioli, Simone Helena
year 2018
title Digital morphogenesis and tectonics: an analysis of Peter Eisenman’s Aronoff Center
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 359-366
summary The concept of architectural tectonics relates simultaneously to pragmatic and poetic aspects of the materiality, aiming the expression of these concerns in the result of the Form. Far from only a theoretical concerning, these design decisions affect how our society employs its natural and human resources. This work takes the Aronoff Center for Design and Arts (1988-1996), by Peter Eisenman, as a case study for a graphical analysis, dealing with the consequences of a free-form morphogenesis to its construction and investigating the tectonics of the contemporary architecture.
keywords Contemporary Architecture; Digital Project; Tectonics
series SIGRADI
email
last changed 2021/03/28 19:58

_id ddssar9611
id ddssar9611
authors de Gelder, Johan and Lucardie, Larry
year 1996
title Criteria for the Selection of Conceptual Modelling Languages for Knowledge Based Systems
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary In recent years knowledge is increasingly recognised as a critical production factor for organisations. Performance of activities such as designing, diagnosing, advising and decision making, depend on the availability and accessibility of knowledge. However, the increasing volume and complexity of knowledge endangers its availability and accessibility. By their knowledge processing competence, knowledge based systems containing a structured and explicit representation of knowledge, are expected to solve this problem. In the realisation of a knowledge based system, the phase in which a knowledge model is reconstructed through a conceptual language, is essential. Because the knowledge model has to be an adequate reflection of real-world knowledge, the conceptual language should not only offer sufficient expressiveness for unambiguous knowledge representation, but also provide facilities to validate knowledge on correctness, completeness and consistency. Furthermore, the language should supply facilities to be processed by a computer. This paper discusses fundamental criteria to select a conceptual language for modelling the knowledge of a knowledge based system. It substantiates the claim that the selection depends on the nature of the knowledge in the application domain. By analysing the nature of knowledge using the theory of functional object-types, a framework to compare, evaluate and select a conceptual language is presented. To illustrate the selection process, the paper describes the choice of a conceptual language of a knowledge based system for checking office buildings on fire-safety demands. In this application domain, the language formed by decision tables has been selected to develop the conceptual model. The paper provides an in-depth motivation why decision tables form the best language to model the knowledge in this case.
series DDSS
last changed 2003/08/07 16:36

_id ddssup9605
id ddssup9605
authors Demir, Yuksel
year 1996
title A Design & Decision Support System Proposal for Housing
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary The subject of this study is to develop an information management system integrating all the related specialists and sources of information virtually from all related fields in building sector (housing) of Turkey; including design, production, construction, marketing, research. The application field has been chosen as housing for having a contribution to the existing housing problem. Although the subject of architecture is one : "the building", the specialists taking place during the lifetime of a building (from design, to destruction) are numerous. Moreover the links between practitioners, academicians, industry are missing Conventional methods, technology are expensive, time consuming. and insufficient to establish and maintain a healthy coordination between these contributors (mainly the design team and all the other related persons, institutions etc.). This has a strong negative effect on the concepts of "wholeness " and "integrity". The result is a built environment which is lacking significant qualities, while the money has been spent is even much more than required for a proper result. This means the loss of a considerable amount of resources. Especially in a country, which has to build thousands of houses each year, for low income groups, the efficient use of the limited sources becomes more essential. Though the potential user range of the system may include constructors, contractors, building element / material producers and retailers, surveyors, institutions, universities, the main user is aimed to be the architect. The system is aimed to support designers to deal with "complexity" without neglecting the concept of "wholeness". Within the study, the problems which became a stimulus for the development of this system will be investigated. The philosophical base, structure and the possible advantages of the proposal will be discussed.
keywords Design & Decision Support Systems, Information Technology, Information Management, Holistic View of Approach, Specialization
series DDSS
last changed 2003/08/07 16:36

_id ebd6
authors Dobson, Adrian
year 1996
title Teaching Architectural Composition Through the Medium of Virtual Reality Modelling
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 91-102
summary This paper describes an experimental teaching programme to enable architectural students in the early years of their undergraduate study to explore their understanding of the principles of architectural composition, by the creation and experience of architectural form and space in simple virtual reality environments. Principles of architectural composition, based upon the ordering and organisation of typological architectural elements according to established rules of composition, are introduced to the students, through the study of recognised works of architectural design theory. Virtual reality modelling is then used as a tool by the students for the testing and exploration of these theoretical concepts. Compositional exercises involving the creation and manipulation of a family of architectural elements to create form and space within a three dimensional virtual reality environment are carried out using Superscape VRT, a PC based virtual reality modelling system. The project seeks to bring intuitive and immersive computer based design techniques directly into the context of design theory teaching and studio practice, at an early stage in the architectural education process.
series other
last changed 1999/04/08 17:16

_id ddssup9608
id ddssup9608
authors Gupta, M.K., Groves M. and Moran, J.D.
year 1996
title An EMIC approach to design: Methodology for creating supportive environments for young children
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary The responsibility of the designer is to understand the unique perspective of the users, in order to create functional and efficient environments. The task of creating supportive environments often becomes more difficult when there is discrepancy between the perspective of the designer and that of the user, which is the case when designing spaces for children. The interaction of children with their environment has been identified as the basis of their development Most of the previous research has focused on the perspectives that adults have of spaces for children (etic), rather than an understanding of the child's view as the primary user of the playspace (emic). Children's perceptions are influenced by their physical and cognitive perspectives thus posing a unique challenge for designers. The objective of this study was to learn about the perception and perspective of four-and five-year-olds of their favorite playspaces. The children needed to identify their favorite spaces and also be able to verbalize the activities and meanings associated with these spaces. To avoid adult bias at the onset, the idea of utilizing a Polaroid Captiva camera was formulated, facilitating an extremely short latency period between the child taking the pictures and the opportunity to talk about their favorite playspace. The process was extremely successful, and provides first hand insight into children's perception of their built environment Photographs taken by the young children include many spaces not designed for play. The emerging themes are a source of invaluable information for designers and planners for making informed design decisions and for creating supportive environments.
series DDSS
email
last changed 2003/08/07 16:36

_id 665a
authors Haas, C.
year 1996
title Evolution of an automated crack sealer: a study in construction technology development
source Automation in Construction 4 (4) (1996) pp. 293-305
summary Demographic, regulatory and competitive forces impose increasing pressures on the construction industry. Automated pavement crack sealing is a typical example of the technology developments that are emerging in response to these industry pressures. Development of automated construction technology such as the crack sealer involves several issues including the design cycle, economic feasibility analysis, financing, and implementation. An examination of these issues, using the development of the crack sealer as a case study, leads to the conclusion that revolutionary construction technology developments are feasible and that in the United States (US) they will be financed and carried out in the form of a variety of industry, government, and academic consortia.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddssar9615
id ddssar9615
authors Hill, S.M., Sinclair, B.S., Sandall, D., Butt, T.S., Sampson, N. and Blackie, N.
year 1996
title A Computer-Facilitated Approach for Development, Visualization and Testing of Functional Programming Information
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary Functional programming processes for complex architectural projects have traditionally been hampered by the static nature of available tools and technologies. Connection with user groups have likewise been disadvantaged through the employment of sender-oriented communications models that limit feedback and interaction. In addition, diminishing project budgets place increasing pressure on clients and consult-ants to develop more effective and efficient methods for the design and construction of buildings. This paper discusses a case-study involving the design of a highly complex medical laboratory wherein infoc mation technologies were used to facilitate the development, visualization and testing of functional pro-gramming information. The objectives for the project involved creating an environment where users and clients actively participate in consideration of programming directions and implications in a manner that would not only increase confidence that the program would meet user requirements now and in the future, but also would reduce redundant and or inefficient space within the overall building programme. In the approach used the distinction between programming and design is diminished to improve communication of desires and design responses. The findings of the study indicate that the computer-facilitated approach met the objectives of the project and that the methods developed hold promise for application across a broader range of project types.
series DDSS
last changed 2003/08/07 16:36

_id ddssar9616
id ddssar9616
authors Hunt, John
year 1996
title Establishing design directions for complex architectural projects: a decision support strategy
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary The paper seeks to identify characteristics of the design decision-making strategy implicit in the first placed design submissions for three significant architectural competitions: the Sydney Opera House competition, and two recent design competitions for university buildings in New Zealand. Cohn Rowe's (1982) characterisation of the design process is adopted as a basis for the analysis of these case studies. Rowe's fertile analogy between design and (criminal) detection is first outlined, then brought to bear on the case studies. By means of a comparison between the successful and selected unsuccessful design submissions in each case, aspects of Rowe's characterisation of the design process are confirmed. On the basis of this analysis several common features of the competition-winning submissions, and their implicit decision-making processes, are identified. The first of these features relates to establishing project or programmatic requirements and the prioritizing of these. The second concerns the role of design parameters or requirements that appear as conflicting or contradictory, in the development of a design direction and in innovative design outcomes. The third concerns the process of simultaneous consideration given by the designer to both project parameters or requirements, and to design solution possibilities - a process described by Rowe as "dialectical interanimation".
series DDSS
last changed 2003/08/07 16:36

_id fb63
id fb63
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol 21, no 1, March 1996
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
series journal paper
type normal paper
email
last changed 2008/06/12 16:34

_id 2f3c
authors Jabi, Wassim
year 1996
title An Outline of the Requirements for a Computer-Supported Collaborative Design System
source Open House International, vol. 21 no 1, March 1996, pp. 22-30
summary Computer-Aided Architectural Design (CAAD) systems have adequately satisfied several needs so far. They have dramatically improved the accuracy and consistency of working drawings, enabled designers to visualize their design ideas in three-dimensions, allowed the analysis of designs through data exchange and integrated databases, and even allowed the designers to evaluate (and in some cases generate) designs based on comparisons to previous cases and/or the formalization of grammars. Yet, there is a consensus that CAAD systems have not yet achieved their full potential. First, most systems employ a single-user approach to solving architectural problems which fails to grapple with the fact that most design work is done through teamwork. Second, current systems still can not support early design stages which involve client briefing, data collection, building program formulation, and schematic design generation. This paper seeks to study remedies to both of the afore-mentioned limitations through focusing on the fundamental dialectic and collaborative nature of what is called designing: a concerned social activity that proceeds by creating architectural elements to address a set of requirements and their re-thinking as a result of architectural conjecture. To investigate this relationship, it is proposed to build a computer-supported collaborative design environment using the tools of conceptual modeling, object-oriented algorithms, and distributed agents. Based on findings regarding the role of artifacts in collaborative design and a literature survey, this paper concludes with an outline of the requirements for the above system.
keywords Computer Supported Collaborative Design
series other
email
last changed 2002/03/05 19:54

_id ce1b
authors Kvan, Th., Lee, A. and Ho, L.
year 2000
title Anthony Ng Architects Limited: Building Towards a Paperless Future
source Case Study and Teaching Notes number 99/65, 10 pages, distributed by HKU Centre for Asian Business Cases, Harvard Business School Publishing (HBSP) and The European Case Clearing House (ECCH), June 2000
summary In early 1997; Mr. Anthony Ng; managing director of Anthony Ng Architects Ltd.; was keenly looking forward to a high-tech; paperless new office; which would free his designers from paperwork and greatly improve internal and external communication – a vision that he had had for a couple of years. In 1996; he brought on board a friend and expert in Internet technology to help him realise his vision. In July 1997; his company was to move into its new office in Wan Chai. Their plan was to have in place an Intranet and a web-based document management system when they moved into the new office. But he had to be mindful of resulting changes in communication patterns; culture and expectations. Resistance from within his company was also threatening to ruin the grand plan. Several senior executives were fiercely opposed to the proposal and refused to read a document off a computer screen. But Ng knew it was an important initiative to move his practice forward. Once the decision was made there would be no chance to reconsider; given the workload demands of the new HK$12 billion project. And this decision would mark a watershed in the company’s evolution. This case study examines the challenges and implications of employing IT to support an architectural office.
keywords IT In Practice; Professional Practice; Archives
series other
email
last changed 2002/11/15 18:29

_id 6f13
authors Morozumi, M., Hamada, T., Shimokawa, Y. and Iki, K.
year 1996
title On the Development of 3-D Schematic Design System Utilities for Planning Sketches and 3-D Modeling
doi https://doi.org/10.52842/conf.caadria.1996.063
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. 63-73
summary Though it is the basic tasks of designers in a schematic design stage both to program design requirements and, then, to develop spatial images of a building following those programs, most CAD systems have lacked convenient utilities to interpret a program for some forms of spatial designs, or to assess developed designs referring to the prepared programs. This paper, in the first part, reviews design procedures of designers and the internal limits of the existing CAD system, and in the second part, discusses a schematic design system that the authors have developed. Presenting the case study with the system, the authors show that the system provides a convenient environment of schematic design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id d320
authors Rihani, R.A. and Bernold, L.E.
year 1996
title Methods of control for robotic brick masonry
source Automation in Construction 4 (4) (1996) pp. 281-292
summary The major use of brick masonry units in the U.S. is in facades for office buildings and single family homes. The traditional method for building masonry walls is on-site by bricklayers. An alternative method is panelization or prefabrication of brick panels in a plant environment. While many mechanical problems exist, the real-time control represents a challenging aspect of robotizing brick masonry work. This paper presents an effort to study the development of an experimental robotic masonry system and its relevant control modules. It also describes two control frameworks for different levels in a robotic brick masonry prototype: (a) local control, and (b) global control. The local control system includes three work cells: (a) gripping and handling, (b) quality control, and (c) brick placement. First, the components and equipment used in a work cell are listed, then the experimental work performed with them is discussed to show how sensors are used for dehacking, brick placement, brick color detection, and brick size measurements. The paper then continues to describe a global control system that will integrate the three local work cells utilizing a hierarchical structure.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 24HOMELOGIN (you are user _anon_971949 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002