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 520

_id 2006_506
id 2006_506
authors Fioravanti, Antonio and Rinaldo Rustico
year 2006
title x-House game - A Space for simulating a Collaborative Working Environment in Architecture
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 506-511
doi https://doi.org/10.52842/conf.ecaade.2006.506
summary The research consists of the set up of a game simulating a e Collaborative Working Environment – CWE – in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as; participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.
keywords Architectural Design; CWE; Game; Representation Model; KBs
series eCAADe
email
last changed 2022/06/07 07:50

_id 03d0
authors Neiman, Bennett and Bermudez, Julio
year 1997
title Between Digital & Analog Civilizations: The Spatial Manipulation Media Workshop
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 131-137
doi https://doi.org/10.52842/conf.acadia.1997.131
summary As the power shift from material culture to media culture accelerates, architecture finds itself in the midst of a clash between centuries-old analog design methods (such as tracing paper, vellum, graphite, ink, chipboard, clay, balsa wood, plastic, metal, etc.) and the new digital systems of production (such as scanning, video capture, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc.). Moving forward requires a realization that a material interpretation of architecture proves limiting at a time when information and media environments are the major drivers of culture. It means to pro-actively incorporate the emerging digital world into our traditional analog work. It means to change.

This paper presents the results of an intense design workshop that looks, probes, and builds at the very interface that is provoking the cultural and professional shifts. Media space is presented and used as an interpretive playground for design experimentation in which the poetics of representation (and not its technicalities) are the driving force to generate architectural ideas. The work discussed was originally developed as a starting exercise for a digital design course. The exercise was later conducted as a workshop at two schools of architecture by different faculty working in collaboration with it's inventor.

The workshop is an effective sketch problem that gives students an immediate start into a non-traditional, hands-on, and integrated use of contemporary media in the design process. In doing so, it establishes a procedural foundation for a design studio dealing with digital media.

series ACADIA
email
last changed 2022/06/07 07:58

_id a93b
authors Anders, Peter
year 1997
title Cybrids: Integrating Cognitive and Physical Space in Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 17-34
doi https://doi.org/10.52842/conf.acadia.1997.017
summary People regularly use non-physical, cognitive spaces to navigate and think. These spaces are important to architects in the design and planning of physical buildings. Cognitive spaces inform design - often underlying principles of architectural composition. They include zones of privacy, territory and the space of memory and visual thought. They let us to map our environment, model or plan projects, even imagine places like Heaven or Hell.

Cyberspace is an electronic extension of this cognitive space. Designers of virtual environments already know the power these spaces have on the imagination. Computers are no longer just tools for projecting buildings. They change the very substance of design. Cyberspace is itself a subject for design. With computers architects can design space both for physical and non-physical media. A conscious integration of cognitive and physical space in architecture can affect construction and maintenance costs, and the impact on natural and urban environments.

This paper is about the convergence of physical and electronic space and its potential effects on architecture. The first part of the paper will define cognitive space and its relationship to cyberspace. The second part will relate cyberspace to the production of architecture. Finally, a recent project done at the University of Michigan Graduate School of Architecture will illustrate the integration of physical and cyberspaces.

series ACADIA
email
last changed 2022/06/07 07:54

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

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

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

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

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

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

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

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

_id ed09
authors Chang, Teng Wen and Woodbury, Robert F.
year 1997
title Efficient Design Spaces of Non-Manifold Solids
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. 335-344
doi https://doi.org/10.52842/conf.caadria.1997.335
summary One widely accepted metaphor in design research is search or, equivalently, exploration which likens design to intelligent movement through a possibly infinite space of alternatives. In this metaphor, designers search design spaces, explore possibilities, discover new designs, and recall and adapt existing designs. We give the name design space explorers to computer programs that support exploration. This paper describes an efficient representation of states comprising three-dimensional non-manifold solid models and of design spaces made from such states.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 20ff
id 20ff
authors Derix, Christian
year 2004
title Building a Synthetic Cognizer
source Design Computation Cognition conference 2004, MIT
summary Understanding ‘space’ as a structured and dynamic system can provide us with insight into the central concept in the architectural discourse that so far has proven to withstand theoretical framing (McLuhan 1964). The basis for this theoretical assumption is that space is not a void left by solid matter but instead an emergent quality of action and interaction between individuals and groups with a physical environment (Hillier 1996). In this way it can be described as a parallel distributed system, a self-organising entity. Extrapolating from Luhmann’s theory of social systems (Luhmann 1984), a spatial system is autonomous from its progenitors, people, but remains intangible to a human observer due to its abstract nature and therefore has to be analysed by computed entities, synthetic cognisers, with the capacity to perceive. This poster shows an attempt to use another complex system, a distributed connected algorithm based on Kohonen’s self-organising feature maps – SOM (Kohonen 1997), as a “perceptual aid” for creating geometric mappings of these spatial systems that will shed light on our understanding of space by not representing space through our usual mechanics but by constructing artificial spatial cognisers with abilities to make spatial representations of their own. This allows us to be shown novel representations that can help us to see new differences and similarities in spatial configurations.
keywords architectural design, neural networks, cognition, representation
series other
type poster
email
more http://www.springer.com/computer/ai/book/978-1-4020-2392-7
last changed 2012/09/17 21:13

_id 389b
authors Do, Ellen Yi-Luen
year 2000
title Sketch that Scene for Me: Creating Virtual Worlds by Freehand Drawing
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 265-268
doi https://doi.org/10.52842/conf.ecaade.2000.265
summary With the Web people can now view virtual threedimensional worlds and explore virtual space. Increasingly, novice users are interested in creating 3D Web sites. Virtual Reality Modeling Language gained ISO status in 1997, although it is being supplanted by the compatible Java3D API and alternative 3D Web technologies compete. Viewing VRML scenes is relatively straightforward on most hardware platforms and browsers, but currently there are only two ways to create 3D virtual scenes: One is to code the scene directly using VRML. The other is to use existing CAD and modeling software, and save the world in VRML format or convert to VRML from some other format. Both methods are time consuming, cumbersome, and have steep learning curves. Pen-based user interfaces, on the other hand, are for many an easy and intuitive method for graphics input. Not only are people familiar with the look and feel of paper and pencil, novice users also find it less intimidating to draw what they want, where they want it instead of using a complicated tool palette and pull-down menus. Architects and designers use sketches as a primary tool to generate design ideas and to explore alternatives, and numerous computer-based interfaces have played on the concept of "sketch". However, we restrict the notion of sketch to freehand drawing, which we believe helps people to think, to envision, and to recognize properties of the objects with which they are working. SKETCH employs a pen interface to create three-dimensional models, but it uses a simple language of gestures to control a three-dimensional modeler; it does not attempt to interpret freehand drawings. In contrast, our support of 3D world creation using freehand drawing depend on users’ traditional understanding of a floor plan representation. Igarashi et al. used a pen interface to drive browsing in a 3D world, by projecting the user’s marks on the ground plane in the virtual world. Our Sketch-3D project extends this approach, investigating an interface that allows direct interpretation of the drawing marks (what you draw is what you get) and serves as a rapid prototyping tool for creating 3D virtual scenes.
keywords Freehand Sketching, Pen-Based User Interface, Interaction, VRML, Navigation
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 567d
authors Farrag, C., Pinna Braga, F. and Teixeira, P.
year 2000
title Investigação de Metodologia de Ensino de Informática Aplicada à Arquitetura (Research on the Methodology for Teaching Computer Applications in Architecture)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 347-349
summary Description of class research from 1997-2 to 2000-1 in “Applied Computing in Architecture” conducted in the sixth semester of the Architecture Program at Faculdade de Belas Artes de São Paulo. The study is intended to analyze, evaluate and discover new paradigms in the introduction/application of class methodologies of teaching the use of computer in the design process. Our intention is to verify the students natural understanding of the principles of 3D digital modeling by introducing new tools for defining space and form, using the computer as a communication/representation system, and not only as a mimetized production tool. The challenge was to find a natural syntony between the digital projectual process and the learning process. At the end of each semester we evaluated the results and redirected the class proposals.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 6731
authors Gero, John S. and Park, Soon Hoon
year 1997
title Qualitative Representation of Shape and Space for Computer-Aided Architectural Design
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. 323-334
doi https://doi.org/10.52842/conf.caadria.1997.323
summary In this paper we develop and describe a qualitative representation scheme for shapes which has the capacity to be utilised in the mappings to the semantics of spaces. The representation is founded on three types of qualitative codes based on landmark values for fundamental shape attributes. Qualitative values for these codes can vary to control the granularity of the representation. Structures in the resultant codings, which are the qualitative representation, can be analyzed to produce generic categories of shape features which provide a connection with "feature-based” models.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 02e4
authors Groh, Paul H.
year 1997
title Computer Visualization as a Tool for the Conceptual Understanding of Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 243-248
doi https://doi.org/10.52842/conf.acadia.1997.243
summary A good piece of architecture contains many levels of interrelated complexity. Understanding these levels and their interrelationship is critical to the understanding of a building to both architects and non-architects alike. A building's form, function, structure, materials, and details all relate to and impact one another. By selectively dissecting and taking apart buildings through their representations, one can carefully examine and understand the interrelationship of these building components.

With the recent introduction of computer graphics, much attention has been given to the representation of architecture. Floor plans and elevations have remained relatively unchanged, while digital animation and photorealistic renderings have become exciting new means of representation. A problem with the majority of this work and especially photorealistic rendering is that it represents the building as a image and concentrates on how a building looks as opposed to how it works. Often times this "look" is artificial, expressing the incapacity of programs (or their users) to represent the complexities of materials, lighting, and perspective. By using digital representation in a descriptive, less realistic way, one can explore the rich complexities and interrelationships of architecture. Instead of representing architecture as a finished product, it is possible to represent the ideas and concepts of the project.

series ACADIA
email
last changed 2022/06/07 07:51

_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 cc87
authors Johnson, Scott
year 1997
title What's in a Representation, Why Do We Care, and What Does It Mean? Examining Evidence from Psychology
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 5-15
doi https://doi.org/10.52842/conf.acadia.1997.005
summary This paper examines psychological evidence on the nature and role of representations in cognition. Both internal (mental) and external (physical or digital) representations are considered. It is discovered that both types of representation are deeply linked to thought processes. They are linked to learning, the ability to use existing knowledge, and problem solving strategies. The links between representations, thought processes, and behavior are so deep that even eye movements are partly governed by representations. Choice of representations can affect limited cognitive resources like attention and short-term memory by forcing a person to try to utilize poorly organized information or perform "translations" from one representation to another. The implications of this evidence are discussed. Based on these findings, a set of guidelines is presented, for digital representations which minimize drain of cognitive resources. These guidelines describe what sorts of characteristics and behaviors a representation should exhibit, and what sorts of information it should contain in order to accommodate and facilitate design. Current attempts to implement such representations are discussed.

series ACADIA
email
last changed 2022/06/07 07:52

_id 8e5c
authors Khemlani, Lachmi and Kalay, Yehuda E.
year 1997
title An Integrated Computing Environment for Collaborative, Multi-Disciplinary Building Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 389-416
summary The increasing complexity of the built environment requires that more knowledge and experience be brought to bear on its design, construction and maintenance. The commensurate growth of knowledge in the participating disciplines-architecture, engineering, construction management, facilities management, and others-has tended to diversify each one into many sub-specializations. The resulting fragmentation of the design-built-use process is potentially detrimental to the overall quality of built environment. An efficient system of collaboration between all the specialist participants is needed to offset the effects of fragmentation. It is here that computers, with their ubiquitous presence in all disciplines, can serve as a medium of communication and form the basis of a collaborative, multi- disciplinary design environment. This paper describes the ongoing research on the development of such an integrated computing environment that will provide the basis for design and evaluation tools ranging across the many building-related disciplines. The bulk of the discussion will focus on the problem of a building representation that can be shared by all these disciplines, which, we posit, lies at the core of such an environment. We discuss the criteria that characterize this shared building representation, and present our solution to the problem. The proposed model has been adapted from geometric modeling, and addresses explicitly the difficult Problem of generality versus completeness of the represented information. The other components of the integrated environment that are under development are also described. The paper concludes with some implementation details and a brief look at two evaluation tools that use the proposed building representation for their task.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 2de7
authors Lachmi, K., Beatrice, B., Timerman, A. and Kalay, Y.E.
year 1997
title Semantically Rich Building Representation
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 207-227
doi https://doi.org/10.52842/conf.acadia.1997.207
summary At the core of any computational system that can support design development, analysis, and evaluation is a building representation which should be able to represent all the different components that make up a building, along with the manner in which they come together. In other words, the representation must be informationally complete and semantically rich. The paper discusses these two criteria in detail, and briefly reviews other research efforts aimed at developing building representations for CAAD that attempt to meet them. Our solution to this problem is then presented. It is aimed primarily at the schematic design phase, the rationale for which is also stated. Taking the view that buildings are unique assemblies of discrete, mostly standardized components, our representation is clearly divided into two components: the Object Database (ODB) which stores detailed information about various building elements, and the Project Database (PDB) which holds information about how these elements are assembled to make up a particular building. An ODB may be shared by many building projects, while the PDB must necessarily be unique to each. The data schemas of both the PDB and the ODB are described in detail and their computational implementation, to the extent that it has been completed, is illustrated.

series ACADIA
email
last changed 2022/06/07 07:52

_id 15c7
authors Madrazo, Leandro
year 1997
title The Added Value of CAAD for Education
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 11-37
summary This paper summarize a teaching project carried out at the Chair of Architecture and CAAD, ETH Zurich; its aim has been to integrate computers into architectural design education. Here the theoretical bases of the different courses are outlined and the exercises described. Some reflections based on the experience of teaching these courses are also presented. In all, this pedagogic work demonstrates the need to create an appropriate conceptual framework so that computers can be used in a meaningful way throughout architectural design education.
keywords Composition, Construction, Space, Object, Type, System, Method, Representation
series AVOCAAD
last changed 2005/09/09 10:48

_id e82c
authors Mahdavi, A., Mathew, P. and Wong, N.H.
year 1997
title A Homology-Based Mapping Approach to Concurrent Multi-Domain Performance Evaluation
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. 237-246
doi https://doi.org/10.52842/conf.caadria.1997.237
summary Over the past several years there have been a number of research efforts to develop integrated computational tools which seek to effectively support concurrent design and performance evaluation. In prior research, we have argued that elegant and effective solutions for concurrent, integrated design and simulation support systems can be found if the potentially existing structural homologies in general (configurational) and domain-specific (technical) building representations are creatively exploited. We present the use of such structural homologies to facilitate seamless and dynamic communication between a general building representation and multiple performance simulation modules – specifically, a thermal analysis and an air-flow simulation module. As a proof of concept, we demonstrate a computational design environment (SEMPER) that dynamically (and autonomously) links an object-oriented space-based design model, with structurally homologous object models of various simulation routines.
series CAADRIA
email
last changed 2022/06/07 07:59

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