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 162

_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 460e
authors Dannettel, Mark E
year 1997
title Interactive Multimedia Design: Operational Structures and Intuitive Environments for CD-ROM
doi https://doi.org/10.52842/conf.caadria.1997.415
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
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 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id acadia18_226
id acadia18_226
authors Glynn, Ruairi; Abramovic, Vasilija; Overvelde, Johannes T. B.
year 2018
title Edge of Chaos. Towards intelligent architecture through distributed control systems based on Cellular Automata.
doi https://doi.org/10.52842/conf.acadia.2018.226
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 226-231
summary From the “Edge of Chaos”, a mathematical space discovered by computer scientist Christopher Langton (1997), compelling behaviors originate that exhibit both degrees of organization and instability creating a continuous dance between order and chaos. This paper presents a project intended to make this complex theory tangible through an interactive installation based on metamaterial research which demonstrates emergent behavior using Cellular Automata (CA) techniques, illustrated through sound, light and motion. We present a multi-sensory narrative approach that encourages playful exploration and contemplation on perhaps the biggest questions of how life could emerge from the disorder of the universe.

We argue a way of creating intelligent architecture, not through classical Artificial Intelligence (AI), but rather through Artificial Life (ALife), embracing the aesthetic emergent possibilities that can spontaneously arise from this approach. In order to make these ideas of emergent life more tangible we present this paper in four integrated parts, namely: narrative, material, hardware and computation. The Edge of Chaos installation is an explicit realization of creating emergent systems and translating them into an architectural design. Our results demonstrate the effectiveness of a custom CA for maximizing aesthetic impact while minimizing the live time of architectural kinetic elements.

keywords work in progress, complexity, responsive architecture, distributed computing, emergence, installation, interactive architecture, cellular automata
series ACADIA
type paper
email
last changed 2022/06/07 07:51

_id diss_marsh
id diss_marsh
authors Marsh, A.J.
year 1997
title Performance Analysis and Conceptual Design
source School of Architecture and Fine Arts, University of Western Australia
summary A significant amount of the research referred to by Manning has been directed into the development of computer software for building simulation and performance analysis. A wide range of computational tools are now available and see relatively widespread use in both research and commercial applications. The focus of development in this area has long been on the accurate simulation of fundamental physical processes, such as the mechanisms of heat flow though materials, turbulent air movement and the inter-reflection of light. The adequate description of boundary conditions for such calculations usually requires a very detailed mathematical model. This has tended to produce tools with a very engineering-oriented and solution-based approach. Whilst becoming increasingly popular amongst building services engineers, there has been a relatively slow response to this technology amongst architects. There are some areas of the world, particularly the UK and Germany, where the use of such tools on larger projects is routine. However, this is almost exclusively during the latter stages of a project and usually for purposes of plant sizing or final design validation. The original conceptual work, building form and the selection of materials being the result of an aesthetic and intuitive process, sometimes based solely on precedent. There is no argument that an experienced designer is capable of producing an excellent design in this way. However, not all building designers are experienced, and even fewer have a complete understanding of the fundamental physical processes involved in building performance. These processes can be complex and often highly inter-related, often even counter-intuitive. It is the central argument of this thesis that the needs of the building designer are quite different from the needs of the building services engineer, and that existing building design and performance analysis tools poorly serve these needs. It will be argued that the extensive quantitative input requirement in such tools acts to produce a psychological separation between the act of design and the act of analysis. At the conceptual stage, building geometry is fluid and subject to constant change, with solid quantitative information relatively scarce. Having to measure off surface areas or search out the emissivity of a particular material forces the designer to think mathematically at a time when they are thinking intuitively. It is, however, at this intuitive stage that the greatest potential exists for performance efficiencies and environmental economies. The right orientation and fenestration choice can halve the airconditioning requirement. Incorporating passive solar elements and natural ventilation pathways can eliminate it altogether. The building form can even be designed to provide shading using its own fabric, without any need for additional structure or applied shading. It is significantly more difficult and costly to retrofit these features at a later stage in a project’s development. If the role of the design tool is to serve the design process, then a new approach is required to accommodate the conceptual phase. This thesis presents a number of ideas on what that approach may be, accompanied by some example software that demonstrates their implementation.
series thesis:PhD
more http://www.squ1.com/site.html
last changed 2003/11/28 07:33

_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 e22d
authors Emprin, G., Girotto, E., Gotta, A., Livi, T. and Luigia, M.Priore
year 1997
title Virtual Studio of Design and Technology on Internet (II): Student's experience
doi https://doi.org/10.52842/conf.ecaade.1997.x.u9k
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary For about a year the members of our group have been working on their degree thesis focused on the project of the new intermodal node of Porta Susa in Turin. The theses are concerned with complex urban and architectural problems in the light of the innovations brought by computers and networks. The experience, up to now, makes us conscious that telematics is, and will be, more and more able to offer new tools and different methodologies to approach architectural design. Collaboration across computer networks has improved our design experience with systematic contributions from various skills and methodologies.

The presentation of our still on-going didactic experience has been subdivided into phases, strictly interrelated The first one, almost over, is concerned with the analysis of the area and the representation of the collected data.

keywords CAAD, Teaching of Architectural Design, Shared Virtual Reality, Virtual Design Studio
series eCAADe
more http://info.tuwien.ac.at/ecaade/proc/lvi_i&ii/gotta.html
last changed 2022/06/07 07:50

_id f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id 3979
authors Hellgardt, Michael and Kundu, Sourav
year 1997
title A Frame for Experimentation with Shape- grammars in Architectural Education
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 187-198
summary ATN's (Augmented Transition Networks) are an appropriate tool for the representation of architectural shape grammars. The application of this frame in stages of shape grammar codification is resumed. Problems of rule definition and of the connection to existing CAD software are raised. The paper is evaluated in the light of problems raised in the introduction and of what is understood in this respect by an Added Value of Computer Aided Architectural Design.
series AVOCAAD
last changed 2005/09/09 10:48

_id 6d0e
authors Janssens, J.
year 1997
title Computer aided environmental simulation and evaluation
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary In this study, the perceptions of on a computer screen displayed street photographs, were compared with the experiences of their real-life counterparts. Using a semantic descriptive method, SMB, experimental subjects assessed eight urban environments, presented both in field and on computer screen. Assessments were made in different light and seasonal conditions. It was shown that the perception of street pictures, presented on computer screen, did correspond well with the experience of the outdoor originals in most of the used semantic descriptive dimensions. Discrepancies between the two presentations were generally small and comparable with the minor perceptual differences between the various light conditions. Deviations could also be ascribed to certain non-perceptual factors, like the subjects' backgrounds or the environments' cognitive peculiarities. The findings indicated also possible improvement of the computer presentation technique by widening the pictures' informational content.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 4229
authors Pfeilsticker, A.
year 1997
title Further developments on light simulation.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary Endoscopy or computer simulation? A light simulation was conducted by students on a building at night-time in Stuttgart using an endoscope as well as a computer. Findings are presented and true-to-life distribution of light in models is evaluated.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 73d7
authors Spath, D. and Andres, J.
year 1997
title Concept of a robot for interior building trades by the example of wall slits in masonry
source Automation in Construction 6 (3) (1997) pp. 205-214
summary This article that is taking pattern from a presentation held at the 13th ISARC in Tokyo deals with the automation of interior building trades by the use of robots. Therefore, the specifications of a robot system for the manufacturing of wall slits, as a preliminary step of wiring and electrical installations in masonry construction, will be defined. The main motivation to reduce the manual tasks is the great difference between the high qualification of workers (especially electricians) and partly the unpretending hard work that does not require such a professional education in the same way. So, the focus of the article lays on a manufacturing process that is suitable for automation, kinematical concepts for the robot and the development of an appropriate end effector. The requirements of the closeness of space and light weight result in the necessity of other kinematical concepts and structures, because common structures of industrial robots are not suitable. The presented kinematics are based on linear components as best solution to cope with the two-dimensional area and a special developed wrist to bridge the existing clearance volumes of the main axes and to allow the accessibility of corners. Furthermore, the robot has to be able to reach working heights near to ceilings and simultaneously to pass a door. Besides this, a robotized process will be explained in order to reduce manual refinishing operations as much as possible because of economical reasons. Consequently, the design of an appropriate end effector based on a joint cutter will be shown. Finally, the sequence of work preparation tasks for the set-up of the robot will be described and a proof for the efficiency of the system will be given.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ae56
authors Bruton, Dean
year 1997
title Grammars and Art - A Contingent Sense of Rules
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 71-82
summary This paper contributes to the debate about the utility of the grammatical paradigm in art and design. It reports an investigation of the contingent sense in which grammars and grammatical design apply in the practice of form making in art using two complementary research strategies: the examination through a perspective of grammatical design of some selected bodies of art work, including interviews with artists, theorists and designers; and the reflective practice of image making with computer media in my own work as an artist. The major hypothesis is that a contingent, sense of grammar can facilitate the creation, understanding, and discussion of form-making in art. The sub-hypotheses are that (1) An understanding of grammatical design can enhance a reflective design activity, and that (2) Revealing the contingency of grammars can expose moments of inspiration and redirection in a reflective design activity.
series CAAD Futures
email
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 bfe9
authors Suwa, M. and Tversky, B.
year 1997
title What do architects and students perceive in their design sketches? A protocol analysis
source Design Studies 18, pp 385-403.
summary The present research aims at examining what information architects think of and read off from their own freehand sketches, and at revealing how they perceptually interact with and benefit from sketches. We explored this in a protocol analysis of retrospective reports; each participant worked on an architectural design task while drawing freehand sketches and later reported what she/he had been thinking of during the design task. This research lies within the scope of examinations of why freehand sketches as external representation are essential for crystallizing design ideas in early design processes.
series journal paper
last changed 2003/04/23 15:50

_id 75a8
authors Achten, Henri H.
year 1997
title Generic representations : an approach for modelling procedural and declarative knowledge of building types in architectural design
source Eindhoven University of Technology
summary The building type is a knowledge structure that is recognised as an important element in the architectural design process. For an architect, the type provides information about norms, layout, appearance, etc. of the kind of building that is being designed. Questions that seem unresolved about (computational) approaches to building types are the relationship between the many kinds of instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called ‘prototypes’) face problems clarifying these questions. The research work at hand proposes to investigate the role of knowledge associated with building types in the design process. Knowledge of the building type must be represented during the design process. Therefore, it is necessary to find a representation which supports design decisions, supports the changes and transformations of the design during the design process, encompasses knowledge of the design task, and which relates to the way architects design. It is proposed in the research work that graphic representations can be used as a medium to encode knowledge of the building type. This is possible if they consistently encode the things they represent; if their knowledge content can be derived, and if they are versatile enough to support a design process of a building belonging to a type. A graphic representation consists of graphic entities such as vertices, lines, planes, shapes, symbols, etc. Establishing a graphic representation implies making design decisions with respect to these entities. Therefore it is necessary to identify the elements of the graphic representation that play a role in decision making. An approach based on the concept of ‘graphic units’ is developed. A graphic unit is a particular set of graphic entities that has some constant meaning. Examples are: zone, circulation scheme, axial system, and contour. Each graphic unit implies a particular kind of design decision (e.g. functional areas, system of circulation, spatial organisation, and layout of the building). By differentiating between appearance and meaning, it is possible to define the graphic unit relatively shape-independent. If a number of graphic representations have the same graphic units, they deal with the same kind of design decisions. Graphic representations that have such a specifically defined knowledge content are called ‘generic representations.’ An analysis of over 220 graphic representations in the literature on architecture results in 24 graphic units and 50 generic representations. For each generic representation the design decisions are identified. These decisions are informed by the nature of the design task at hand. If the design task is a building belonging to a building type, then knowledge of the building type is required. In a single generic representation knowledge of norms, rules, and principles associated with the building type are used. Therefore, a single generic representation encodes declarative knowledge of the building type. A sequence of generic representations encodes a series of design decisions which are informed by the design task. If the design task is a building type, then procedural knowledge of the building type is used. By means of the graphic unit and generic representation, it is possible to identify a number of relations that determine sequences of generic representations. These relations are: additional graphic units, themes of generic representations, and successive graphic units. Additional graphic units defines subsequent generic representations by adding a new graphic unit. Themes of generic representations defines groups of generic representations that deal with the same kind of design decisions. Successive graphic units defines preconditions for subsequent or previous generic representations. On the basis of themes it is possible to define six general sequences of generic representations. On the basis of additional and successive graphic units it is possible to define sequences of generic representations in themes. On the basis of these sequences, one particular sequence of 23 generic representations is defined. The particular sequence of generic representations structures the decision process of a building type. In order to test this assertion, the particular sequence is applied to the office building type. For each generic representation, it is possible to establish a graphic representation that follows the definition of the graphic units and to apply the required statements from the office building knowledge base. The application results in a sequence of graphic representations that particularises an office building design. Implementation of seven generic representations in a computer aided design system demonstrates the use of generic representations for design support. The set is large enough to provide additional weight to the conclusion that generic representations map declarative and procedural knowledge of the building type.
series thesis:PhD
email
more http://alexandria.tue.nl/extra2/9703788.pdf
last changed 2003/11/21 15:15

_id 0e8f
authors Alavalkama, I. and Siitonen, P.
year 1997
title Developing a new endoscopy laboratory with digital tools.
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary Tampere School of Architecture had to leave its old down-town building and move to the TU Tampere university campus in Hervanta, 10 km away. In this process, the 20 years old endoscopic system "The Urban Simulator" was one of the victims. Old mechanical parts and especially the original home-built microcomputer system were too old to compete with modern computer-aided methods. A new endoscopical system is now under construction, using all of the 20-year experience, new technical components and computers for camera control and picture processing. Real-material modelling is used together with computer-aided planning and visualization methods taking the best from both sides.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id acadia23_v1_136
id acadia23_v1_136
authors Alima, Natalia
year 2023
title InterspeciesForms
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 136-143.
summary The hybridization of architectural, biological and robotic agencies Situated in the field of architectural biodesign, InterspeciesForms explores a closer relationship between the fungus Pleurotus ostreatus and the designer in the creation of form. The intention of hybridizing mycelia’s agency of growth with architectural design intention is to generate novel, non-indexical crossbred designed outcomes that evolve preconceived notions of architectural form. Mycelium are threadlike fibrous root systems made up of hyphae, that form the vegetative part of a fungus (Jones 2020). Known as the hackers of the wood wide web (Simard 1997) mycelia form complex symbiotic relationships with other species that inhabit our earth. Michael Lim states “Fungi redefine resourcefulness, collaboration, resilience and symbiosis” (Lim 2022, p. 14). When wandering around the forest to connect with other species or searching for food, fungi form elaborate and entangled networks by spreading their hyphal tips. Shown in Figure 1, this living labyrinth results in the aesthetic formation of an intricate web. Due to the organisms ability to determine the most effective direction of growth, communicate with its surrounding ecosystem, and connect with other species, fungi are indeed an intelligent species with a unique aesthetic that must not be ignored. In drawing on these concepts, I refer to the organism’s ability to search for, tangle, and digest its surroundings as ‘mycelia agency of growth’. It is this specific behavioral characteristic that is the focus of this research, with which I, as the architect, set out to co-create and hybridize with.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia03_022
id acadia03_022
authors Anders, Peter
year 2003
title Towards Comprehensive Space: A context for the programming/design of cybrids
doi https://doi.org/10.52842/conf.acadia.2003.161
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 161-171
summary Cybrids have been presented as mixed realities: spatial, architectural compositions comprised of physical and cyberspaces (Anders 1997). In order to create a rigorous approach to the design of architectural cybrids, this paper offers a model for programming their spaces. Other than accepting cyberspaces as part of architecture’s domain, this approach is not radical. Indeed, many parts of program development resemble those of conventional practice. However, the proposition that cyberspaces should be integrated with material structures requires that their relationship be developed from the outset of a project. Hence, this paper provides a method for their integration from the project’s earliest stages, the establishment of its program. This study for an actual project, the Planetary Collegium, describes a distributed campus comprising buildings and cyberspaces in various locales across the globe. The programming for these cybrids merges them within a comprehensive space consisting not only of the physical and cyberspaces, but also in the cognitive spaces of its designers and users.
series ACADIA
email
last changed 2022/06/07 07:54

_id a93b
authors Anders, Peter
year 1997
title Cybrids: Integrating Cognitive and Physical Space in Architecture
doi https://doi.org/10.52842/conf.acadia.1997.017
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 17-34
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

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