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 504

_id 0286
authors Will, Barry F. and Siu-Pan Li , Thomas
year 1997
title Computers for Windows: Interactive Optimization Tools for Architects designing openings in walls (IOTA)
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.d4u
summary Size, shape and disposition of windows in walls has long been an integral expression of style in architecture. As buildings have grown taller the relationships of the windows to the ground plane and to the surrounding environments have become more complex and difficult to predict. Traditionally architects have had to use their own knowledge, experience and feelings in the design of windows. There may be few, if any, scientific bases for their decisions. The difficulty in making good design decisions is compounded because many criteria for window design, such as daylight, sunlight, ventilation, sound, view and privacy have to be considered simultaneously. It is here that computers can help, on the one hand, by providing ‘expert knowledge’ so that architects can consult the cumulative knowledge database before making a decision, whilst on the other hand, evaluations of the decisions taken can be compared with a given standard or with alternative solutions.

‘Expert knowledge’ provision has been made possible by the introduction of hypertext, the advancement of the world wide web and the development of large scale data-storage media. Much of the computer’s value to the architects lies in its ability to assist in the evaluation of a range of performance criteria. Without the help of a computer, architects are faced with impossibly complex arrays of solutions. This paper illustrates an evaluation tool for two factors which are important to the window design. The two factors to be investigated in this paper are sunlighting and views out of windows.

Sunlight is a quantitative factor that can theoretically be assessed by some mathematical formulae provided there is sufficient information for calculation but when total cumulative effects of insolation through the different seasons is required, in addition to yearly figures, a design in real-time evolution requires substantial computing power. Views out of windows are qualitative and subjective. They present difficulties in measurement by the use of conventional mathematical tools. These two fields of impact in window design are explored to demonstrate how computers can be used in assessing various options to produce optimal design solutions. This paper explains the methodologies, theories and principles underlying these evaluation tools. It also illustrates how an evaluation tool can be used as a design tool during the design process.

keywords Sunlight, View, Window Design, Performance Evaluation, Expert Systems, Simulation, Fuzzy LogicExpert Systems, Simulation, Fuzzy Logic
series eCAADe
more http://info.tuwien.ac.at/ecaade/proc/li/li.htm
last changed 2022/06/07 07:50

_id 460e
authors Dannettel, Mark E
year 1997
title Interactive Multimedia Design: Operational Structures and Intuitive Environments for CD-ROM
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 415-427
doi https://doi.org/10.52842/conf.caadria.1997.415
summary This paper presents practical design concepts for the production of CD-ROMs or on-line media projects which are intended for scholastic and professional use. It is based on the experience and knowledge which has been gained while developing a multimedia package here at the Department of Architecture at CUHK. The package deals exclusively with the technical issue of vertical transportation in buildings, and is intended to be used as a design tool in professional offices, as well as in classroom settings. The required research and production for the development of the structures, formats, and interfaces of this project, along with the consequential evaluation and revision of this work, has led to a greater understanding of appropriate applications for interactive interactive multimedia designs. Specially, the paper addresses the fundamental issues of ‘user-format’, and a distinction is made between applications which operate as ‘tools’ and those which operate as ‘resources’. Descriptions are provided for both types of operational formats, and suggestions are made as to how one might decided which format would be appropriate for a specific project. Briefly, resource produces imply that a user actively pursues information in a relatively static environment, while tool procedures imply that a user works jointly with the software to process information and arrive at a unique output. This distinction between the two formats is mostly grounded in the design of the structure and user-interface, and thus the point is made that the material content of the application does not necessarily imply a mandatory use of either format. In light of this observation that an application’s format relies on the appropriateness of operational procedures, rather than on its material content, further discussions of the implications of such procedures (using a ‘resource’ vs. using a ‘tool’) are provided.
series CAADRIA
email
last changed 2022/06/07 07:55

_id a5a3
authors Jagielski, Romuald and Gero, John S.
year 1997
title A Genetic Programming Approach to the Space Layout Planning Problem
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 875-884
summary The space layout planning problem belongs to the class of NP-hard problems with a wide range of practical applications. Many algorithms have been developed in the past, however recently evolutionary techniques have emerged as an alternative approach to their solution. In this paper, a genetic programming approach, one variation of evolutionary computation, is discussed. A representation of the space layout planning problem suitable for genetic programming is presented along with some implementation details and results.
series CAAD Futures
email
last changed 2003/02/23 11:00

_id e835
authors Kaga, A. and Sasada, T. (et al).
year 1997
title City information Visualizer Using 3-D model and Computer Graphics
source Proceedings of the 20th Symposium on Computer Technology of Information, Systems and Applications (AIJ), pp. 205-210
summary 3-D models and computer graphics with its visual characteristics enables easier understanding of various information. Up until now 3-D models and computer graphics has not been used for the analysis of city information due to its high cost and the need for special techniques. Currently, we have discovered new technology in hyper medium based on network technology and lower costs. This paper focuses on the construction of an interactive and visual 3-D city information system, aiming at the 'idea processor' for research and analysis of city planning and market research. We have discovered the requirements necessary for the City Information Visualizer system. Using this technology we will construct the prototype system of the 3-D City Information Visualizer. This system is based on the personal computer and the Client/Server system. The system is then applied to practical city analysis. This paper presents the prototype system and its evaluation in a real project.
series other
last changed 2003/04/23 15:50

_id 804b
authors Lee, S., Adams, T.M. and Ryoo, B.
year 1997
title A fuzzy navigation system for mobile construction robots
source Automation in Construction 6 (2) (1997) pp. 97-107
summary Fuzzy navigation systems control a robot by implementing a fuzzy logic controller (FLC). Fuzzy navigation systems are simpler to implement than other navigation systems because they can handle infinite navigation situations with a finite set of rules. Existing fuzzy navigation systems for path finding in an unknown environment tend to find the shortest path in convex obstacle fields, but fail when obstacles are concave or placed continuously in certain configurations. This paper presents a fuzzy navigation system that can escape from concave and maze-like obstacle fields in an unknown environment. The system combines a tangent algorithm for path planning with sets of linguistic fuzzy control rules. In particular, we introduce the control rules for a Tracking mode of the FLC and improvements to the commonly used, intuitively reasonable tangent algorithm.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 51c2
authors Melling, G., Bradley, D.A., McKee, H. and Widden, M.B.
year 1997
title The development of a rapid-prototyping technique for mechatronic-augmented heavy plant
source Automation in Construction 5 (5) (1997) pp. 365-378
summary Telechiric, semi-autonomous and autonomous heavy plant is finding an increasing role in applications such as construction, sub-sea work and decommissioning. There is a need for improved operator interfaces for such plant, and hence for rapid-prototyping tools which link the development of the operator interface with control and operational strategies and with machine geometries. The paper sets out a strategy by which different operator interfaces can be readily evaluated while at the same time generating the requisite information structure for the control of real items of plant. The proposed system is based on the use of interconnected PCs, one to simulate the operator interface and another to provide a kinematic representation of the machine using an appropriate "desk-top reality" environment. This system offers a safe, practical, rapid and cost-effective means of assessing proposed operator interfaces, as well as facilitating the development of machine kinematic structures and the associated operational and control strategies.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id 34b8
authors Batie, D.L.
year 1997
title The incorporation of construction history in architectural history: the HISTCON interactive computer program
source Automation in Construction 6 (4) (1997) pp. 275-285
summary Current teaching methods for architectural history seldom embrace building technology as an essential component of study. Accepting the premise that architectural history is a fundamental component to the overall architectural learning environment, it is argued that the study of construction history will further enhance student knowledge. This hypothesis created an opportunity to investigate how the study of construction history could be incorporated to strengthen present teaching methods. Strategies for teaching architectural history were analyzed with the determination that an incorporation of educational instructional design applications using object-oriented programming and hypermedia provided the optimal solution. This evaluation led to the development of the HISTCON interactive, multimedia educational computer program. Used initially to teach 19th Century iron and steel construction history, the composition of the program provides the mechanism to test the significance of construction history in the study of architectural history. Future development of the program will provide a method to illustrate construction history throughout the history of architecture. The study of architectural history, using a construction oriented methodology, is shown to be positively correlated to increased understanding of architectural components relevant to architectural history and building construction.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id debf
authors Bertol, D.
year 1997
title Designing Digital Space - An Architect's Guide to Virtual Reality
source John Wiley & Sons, New York
summary The first in-depth book on virtual reality (VR) aimed specifically at architecture and design professionals, Designing Digital Space steers you skillfully through the learning curve of this exciting new technology. Beginning with a historical overview of the evolution of architectural representations, this unique resource explains what VR is, how it is being applied today, and how it promises to revolutionize not only the design process, but the form and function of the built environment itself. Vividly illustrating how VR fits alongside traditional methods of architectural representation, this comprehensive guide prepares you to make optimum practical use of this powerful interactive tool, and embrace the new role of the architect in a virtually designed world. Offers in-depth coverage of the virtual universe-data representation and information management, static and dynamic worlds, tracking and visual display systems, control devices, and more. Examines a wide range of current VR architectural applications, from walkthroughs, simulations, and evaluations to reconstructions and networked environments Includes insightful essays by leading VR developers covering some of today's most innovative projects Integrates VR into the historical framework of architectural development, with detailed sections on the past, present, and future Features a dazzling array of virtual world images and sequential displays Explores the potential impact of digital architecture on the built environment of the future
series other
last changed 2003/04/23 15:14

_id 817b
authors Bong, C.W. and Wang, Y.C.
year 2002
title A Shape Compactness Measurement Indexing with Fuzzy Multicriteria Decision Making Approach
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 093-100
doi https://doi.org/10.52842/conf.caadria.2002.093
summary Compactness of a district or zone is determined by considering its appearance and the area of dispersal of the district (Altman, 1998) and it is used as a characteristic to describe shape (Shiode, 1998; Knight, 1997). However, existing compactness measurement used to assess district plans in redistricting applications are vague and imprecision although there are more than thirty over Euclidean or non-Euclidean measurement methods. Therefore, this paper presents an integrated shape compactness measurement indexing with a fuzzy multicriteria decision making approach (FMCDM) to enhance the measurement of shape compactness. An experiment is conducted in order to verify the practically of the proposed model to improve existing compactness measurement method.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_id 848a
authors Caneparo, Luca
year 1997
title Shared Virtual Reality for Architectural Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 431-442
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large- scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality in that the experience of virtual spaces is no longer individual, but rather shared across the net with other users simultaneously connected. SVR offers an effective approach to Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to elaborate information across the networks.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id a96b
authors Cao, Quinsan and Protzen, Jean-Pierre
year 1997
title Managing Information with Fuzzy Reasoning System in Design Reasoning and Issue-Based Argumentation
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 771-786
summary Design by argumentation is a natural character of design process with social participation. Issue-Based Information System (IBIS) is an information representation system based on a structured database. It provides a hierarchically linked database structure to manage design information and facilitate design by argumentation. In this paper, we explore the enhancement of IBIS with FRS (Fuzzy Reasoning System) technology. The FRS adds computationally implemented dynamic links to the database of IBIS. Such dynamic links can represent logic relations and reasoning operations among related issues which allows further clarification of relations among issues in IBS. The enhanced system provides a general framework to manage design information and to assist design reasoning, which in turn will contribute to machine assisted design. The final goal is to formulate a system that can represent design knowledge and assist reasoning in design analysis. The system can help designers in clarifying and understanding design related issues, requirements and evaluating potential design alternatives. To demonstrate the system and its potential use, we reexamine a design experiment presented by Schon and represent the design knowledge and reasoning rules of the architects with our system, FRS-IBIS.
series CAAD Futures
last changed 1999/04/06 09:19

_id d60a
authors Casti, J.C.
year 1997
title Would be Worlds: How simulation is changing the frontiers of science
source John Wiley & Sons, Inc., New York.
summary Five Golden Rules is caviar for the inquiring reader. Anyone who enjoyed solving math problems in high school will be able to follow the author's explanations, even if high school was a long time ago. There is joy here in watching the unfolding of these intricate and beautiful techniques. Casti's gift is to be able to let the nonmathematical reader share in his understanding of the beauty of a good theory.-Christian Science Monitor "[Five Golden Rules] ranges into exotic fields such as game theory (which played a role in the Cuban Missile Crisis) and topology (which explains how to turn a doughnut into a coffee cup, or vice versa). If you'd like to have fun while giving your brain a first-class workout, then check this book out."-San Francisco Examiner "Unlike many popularizations, [this book] is more than a tour d'horizon: it has the power to change the way you think. Merely knowing about the existence of some of these golden rules may spark new, interesting-maybe even revolutionary-ideas in your mind. And what more could you ask from a book?"-New Scientist "This book has meat! It is solid fare, food for thought . . . makes math less forbidding, and much more interesting."-Ben Bova, The Hartford Courant "This book turns math into beauty."-Colorado Daily "John Casti is one of the great science writers of the 1990s."-San Francisco Examiner In the ever-changing world of science, new instruments often lead to momentous discoveries that dramatically transform our understanding. Today, with the aid of a bold new instrument, scientists are embarking on a scientific revolution as profound as that inspired by Galileo's telescope. Out of the bits and bytes of computer memory, researchers are fashioning silicon surrogates of the real world-elaborate "artificial worlds"-that allow them to perform experiments that are too impractical, too costly, or, in some cases, too dangerous to do "in the flesh." From simulated tests of new drugs to models of the birth of planetary systems and galaxies to computerized petri dishes growing digital life forms, these laboratories of the future are the essential tools of a controversial new scientific method. This new method is founded not on direct observation and experiment but on the mapping of the universe from real space into cyberspace. There is a whole new science happening here-the science of simulation. The most exciting territory being mapped by artificial worlds is the exotic new frontier of "complex, adaptive systems." These systems involve living "agents" that continuously change their behavior in ways that make prediction and measurement by the old rules of science impossible-from environmental ecosystems to the system of a marketplace economy. Their exploration represents the horizon for discovery in the twenty-first century, and simulated worlds are charting the course. In Would-Be Worlds, acclaimed author John Casti takes readers on a fascinating excursion through a number of remarkable silicon microworlds and shows us how they are being used to formulate important new theories and to solve a host of practical problems. We visit Tierra, a "computerized terrarium" in which artificial life forms known as biomorphs grow and mutate, revealing new insights into natural selection and evolution. We play a game of Balance of Power, a simulation of the complex forces shaping geopolitics. And we take a drive through TRANSIMS, a model of the city of Albuquerque, New Mexico, to discover the root causes of events like traffic jams and accidents. Along the way, Casti probes the answers to a host of profound questions these "would-be worlds" raise about the new science of simulation. If we can create worlds inside our computers at will, how real can we say they are? Will they unlock the most intractable secrets of our universe? Or will they reveal instead only the laws of an alternate reality? How "real" do these models need to be? And how real can they be? The answers to these questions are likely to change the face of scientific research forever.
series other
last changed 2003/04/23 15:14

_id e292
authors Charitos, D. and Bridges, A.H.
year 1997
title On Architectural Design of Virtual Environments
source Design Studies, Vol.18, No. 2, 143-154
summary This paper considers the domains of architectural design and film theory for the purpose of informing the design of virtual environments (VEs). It is suggested that these domains may form a background for the consideration of possible metaphors for the design of VEs. Firstly, the paper investigates the relation between architecture and virtual reality technology, through the nature of drawings and virtual environments as means of representing three-dimensional spaces. Then, differences between VEs and physical environments (PEs) are identified for the purpose of understanding the intrinsic nature of VEs, by comparing them to our familiar everyday spatial experience. This step is considered essential in helping us understand how we might be able to develop an architectural conception of designing spaces, in the context of VEs. The paper then presents two directions towards informing VE design by means of theoretical and practical architectural design knowledge. Finally, the use of film-related studies is considered as a means of enhancing our conception of time and movement in VEs.
series journal paper
email
last changed 2003/04/23 15:50

_id c1ad
authors Cheng, Nancy Yen-wen
year 1997
title Teaching CAD with Language Learning Methods
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 173-188
doi https://doi.org/10.52842/conf.acadia.1997.173
summary By looking at computer aided design as design communication we can use pedagogical methods from the well-developed discipline of language learning. Language learning breaks down a complex field into attainable steps, showing how learning strategies and attitudes can enhance mastery. Balancing the linguistic emphases of organizational analysis, communicative intent and contextual application can address different learning styles. Guiding students in learning approaches from language study will equip them to deal with constantly changing technology.

From overall curriculum planning to specific exercises, language study provides a model for building a learner-centered education. Educating students about the learning process, such as the variety of metacognitive, cognitive and social/affective strategies can improve learning. At an introductory level, providing a conceptual framework and enhancing resource-finding, brainstorming and coping abilities can lead to threshold competence. Using kit-of-parts problems helps students to focus on technique and content in successive steps, with mimetic and generative work appealing to different learning styles.

Practicing learning strategies on realistic projects hones the ability to connect concepts to actual situations, drawing on resource-usage, task management, and problem management skills. Including collaborative aspects in these projects provides the motivation of a real audience and while linking academic study to practical concerns. Examples from architectural education illustrate how the approach can be implemented.

series ACADIA
email
last changed 2022/06/07 07:55

_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 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id 0755
authors Donath, Dirk and Petzold, Frank
year 1997
title A Digital Way of Planning Based on Information Surveying
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 183-188
summary The aim of this project is to develop a software system for generating complex digital models of existing buildings and structures, i.e. in the broadest sense a computer-supported surveying and management system for existing buildings. The built environment is registered by surveying a series of geometrical and building relevant information broken down into different levels of abstraction. The recorded data consists of a variety of geometric, multimedia and verbal - less structured - pieces of information. The starting point for developing such a system is both an analysis and reworking of the methods used in architectural surveying, and the evaluation and use of current techniques and tools in the field of computer applications.
series CAAD Futures
email
last changed 1999/04/06 09:19

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