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 507

_id d60d
authors Flemming, U., Bhavnani, S.K. and John, B.E.
year 1997
title Mismatched Metaphor: User vs. System Model in Computer-Aided Drafting
source Design Studies 18 (1997), 349-368
summary We report findings from an extensive study of the users of a Computer-Aided Drafting (CAD) system. Our observations suggest that the CAD system is used inefficiently, because users approach computer_aided drafting from a T-square metaphor reflecting their past experience with traditional drawing media. This prevents them from discovering and using effectively powerful system commands that have no equivalent in manual techniques. These findings suggest that we should rethink the ways in which CAD users are trained and manuals are written, and that we introduce CAD users to a more strategic use of CAD, particularly to a Detail/Aggregate/Manipulate (DAM) strategy that takes advantage of the compositional logic underlying a design.
keywords Architectural Design, Computer_aided Drafting; User Behaviour; Case Study; Modelling
series journal paper
email
last changed 2003/05/15 21:45

_id a5c7
authors Hovestadt, Ludger and Hovestadt, Volkmar
year 1997
title ARMILLA5 - Supporting Design, Construction and Management of Complex Buildings
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 135-150
summary ARMILLA5 is a generic computer aided design system, which supports the cooperative design of complex buildings (such as labs, offices or schools) over multiple levels of abstraction. It follows the metaphor of a virtual building site. The designers and engineers meet at a spatial location on the Internet and prepare the building construction by simulating the building site. This article describes the three essential components of the ARMILLA5-model: the geometric model which describes the spatial and physical aspects of the building site, the semantic model which implements passive building components as objects and active building components as applets or applications, and the planning model, which organizes the work steps of the individual engineers and their cooperation. The model is described using different software prototypes written in Objective C, CAD systems and HTML/JAVA.
keywords Dynamic Buildings, CAAD, CSCW, VRML, Case-based Reasoning, Facility Management, Augmented Reality
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 4925
authors Poon, J. and Maher, M.L.
year 1997
title Co-evolution in 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. 439-448
doi https://doi.org/10.52842/conf.caadria.1997.439
summary A design process is traditionally viewed as a sequential process model from the formulation of the problem to the synthesis of solutions. Simon (1981) regards design as a state-space search where a problem leads to the solution. To be more practical, there are many versions of solution generated during design, where each current one is an improvement over the previous one. This kind of synthesis of solutions can be viewed as an evolutionary system over time. We propose to apply the metaphor of "exploration” to design, and further argue that evolution occurs in the problem space as well as in the solution space. Co-evolutionary design is introduced to remove the assumption of having a fixed goal (problem). The problem is allowed to change over time. Two algorithms for co-evolution are presented. Their characteristics and differences are highlighted. The paper moves on to review the design history of the Sydney Opera House and to show how observations from this real life example confirm our co-evolutionary model.
series CAADRIA
email
last changed 2022/06/07 08:00

_id 2064
authors Murakami, Y., Morozumi, M., Iino, K., Homma, R. and Iki, K.
year 1997
title On the Development and the Use of Group Work CAD for Windows-PCS
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. 179-186
doi https://doi.org/10.52842/conf.caadria.1997.179
summary With the development of high-band width communication technology, designers’ interests seem to shift gradually from a single-user, single-domain system to a network based group-work design system. So long as one regards that the design activity develops only in a concurrent, but asynchronous fashions, it is possible to say that file transfers through computer networks have already opened up the possibility of a hands-on collaborative design process in which all participants do not have to gather in the same place. However few CAD systems support group design work that develops in a concurrent synchronous fashion. This paper discusses a basic model of group work CAD systems that the authors have developed for windows PCs linked with LAN. Reviewing procedure of system operation, the authors conclude that the system could stimulate and accelerate a process of group wok design.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2b38
authors Bradford, J., Wong, R. and Yeung, C.S.K.
year 1997
title Hierarchical Decomposition of Architectural Computer Models
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. 197-203
doi https://doi.org/10.52842/conf.caadria.1997.197
summary Architectural models can be represented in a hierarchy of complexity. Higher level or more complex architecture structures are then designed by repetitively instantiating libraries of building blocks. The advantages are that the object can be achieved in modular fashion and any modification to the definition of a building block can be easily propagated to all higher level objects using the block. Unfortunately, many existing representations of architectural models are monolithic instead of hierarchical and modular, thus, making the reuse of models very difficult and inefficient. This paper describes a research project on developing a tool to decompose a monolithic architectural model into elementary building blocks and then create a hierarchy in the model representation. The tool provides a graphical interface for the visualization of a model and a cutting plane. An associated algorithm will then automatically detach parts of the model into building blocks depending on where the user is applying the cutting plane. Studies will also be made on dividing more complex models employing spherical and NURBS surfaces.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cabb
authors Broughton, T., Tan, A. and Coates, P.S.
year 1997
title The Use of Genetic Programming In Exploring 3D Design Worlds - A Report of Two Projects by Msc Students at CECA UEL
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 885-915
summary Genetic algorithms are used to evolve rule systems for a generative process, in one case a shape grammar,which uses the "Dawkins Biomorph" paradigm of user driven choices to perform artificial selection, in the other a CA/Lindenmeyer system using the Hausdorff dimension of the resultant configuration to drive natural selection. (1) Using Genetic Programming in an interactive 3D shape grammar. A report of a generative system combining genetic programming (GP) and 3D shape grammars. The reasoning that backs up the basis for this work depends on the interpretation of design as search In this system, a 3D form is a computer program made up of functions (transformations) & terminals (building blocks). Each program evaluates into a structure. Hence, in this instance a program is synonymous with form. Building blocks of form are platonic solids (box, cylinder, etc.). A Variety of combinations of the simple affine transformations of translation, scaling, rotation together with Boolean operations of union, subtraction and intersection performed on the building blocks generate different configurations of 3D forms. Using to the methodology of genetic programming, an initial population of such programs are randomly generated,subjected to a test for fitness (the eyeball test). Individual programs that have passed the test are selected to be parents for reproducing the next generation of programs via the process of recombination. (2) Using a GA to evolve rule sets to achieve a goal configuration. The aim of these experiments was to build a framework in which a structure's form could be defined by a set of instructions encoded into its genetic make-up. This was achieved by combining a generative rule system commonly used to model biological growth with a genetic algorithm simulating the evolutionary process of selection to evolve an adaptive rule system capable of replicating any preselected 3D shape. The generative modelling technique used is a string rewriting Lindenmayer system the genes of the emergent structures are the production rules of the L-system, and the spatial representation of the structures uses the geometry of iso-spatial dense-packed spheres
series CAAD Futures
email
last changed 2003/11/21 15:16

_id d869
authors Chu, C.-C., Dani, T.H. and Gadh, R.
year 1997
title Multi-sensory user interface for a virtual-reality-based computer-aided design system
source Computer-Aided Design, Vol. 29 (10) (1997) pp. 709-725
summary The generation of geometric shapes called `geometric concept designs' via the multi-sensory user interface of a virtual reality (VR) based system motivates the currentresearch. In this new VR-based system, geometric designs can be more effectively inputted into the computer in a physically intuitive way. The interaction mechanism issimilar to the way in which industrial designers sit and discuss concept design shapes across a table from each other, prior to making a final decision about the productdetails. By using different sensory modalities, such as voice, hand motions and gestures, product designers can convey design ideas through the VR-basedcomputer-aided design (CAD) system. In this scenario, the multi-sensory interface between human and computer plays a central role with respect to usability, usefulnessand accuracy. The current paper focuses on determining the requirements for the multi-sensory user interface and assessing the applications of different input and outputmechanisms in the virtual environment (VE). In order to evaluate this multi-sensory user interface, this paper formulates the typical activities in product shape design intoa set of requirements for the VR-CAD system. On the basis of these requirements, we interviewed typical CAD users about the effectiveness of using different sensoryinput and output interaction mechanisms such as visual, auditory and tactile. According to the results of these investigations, a nodal network of design activity thatdefines the multi-sensory user interface of the VR-CAD system is determined in the current research. The VR-CAD system is still being developed. However, voicecommand input, hand motion input, three-dimensional visual output and auditory output have been successfully integrated into the current system. Moreover, severalmechanical parts have been successfully created through the VR interface. Once designers use the VR-CAD system that we are currently developing, the interfacerequirements determined in the current paper may be verified or refined. The objectives of the current research are to expand the frontiers of product design and establisha new paradigm for the VR-based conceptual shape design system.
keywords Virtual Reality, Multi-Sensory User Interface, Conceptual Shape Design, Sensory Interaction Mechanism
series journal paper
last changed 2003/05/15 21:33

_id b8a4
authors Dani, Tushar H and Gadh, Rajit
year 1997
title Creation of concept shape designs via a virtual reality interface
source Computer-Aided Design, Vol. 29 (8) (1997) pp. 555-563
summary This paper describes an approach for creating concept shape designs in a virtual reality environment--COVIRDS (COnceptual VIRtual Design System. Conceptdesign refers to the ab initio design of a product or part. In concept design, the product details such as shape features and exact dimensions are not rigidly definedand the designer has some freedom in determining the shape and dimensions of the product. Current CAD require the designer to specify shape and dimensions tocreate CAD models of products even though these are probably not necessary at the concept development stage. COVIRDS overcomes these drawbacks by providing abi-modal voice and hand-tracking based user interface to the VR-based CAD modeling environment. This interface allows rapid concept design creation withoutrequiring time consuming shape description and the tedious specifications of exact dimensions.
keywords Concept Shape Design, Virtual Reality Interfaces, Geometric Modeling
series journal paper
last changed 2003/05/15 21:33

_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 c906
authors Ekholm, Anders and Fridqvist, Sverker
year 1997
title Design and Modelling in a Computer Integrated Construction Process - The BAS-CAAD Project
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 501-518
summary A new approach to product modelling in a design context is proposed. CAD-software must not only enable product modelling, but must also support product design. This is not fully achieved in the traditional 'enumerative' approach to product modelling. We discuss how product design and modelling can be based on a facetted' approach to information modelling, and how a data model that supports the design process can be based on a framework for system information. The background for our research is the current development in the construction industry towards a computer integrated construction process. A first prerequisite for this is the use of computer based models. Another prerequisite is that CAD-software can support the design of the results of the construction process, including construction works, user organisations, and the production and facility management processes. A third prerequisite is that computer based models are built with standardised concepts and terminology to enable exchange of information between different actors and computer systems during different stages of the construction process. Principles for organising frameworks for user organisation and construction works information are presented in an appendix.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id 1f0c
authors Fukai, D.
year 1997
title PCIS: a piece-based construction information system on the world wide web
source Automation in Construction 6 (4) (1997) pp. 287-298
summary This paper describes a piece-based construction information system organized as a hypergraphic virtual environment on the World Wide Web. An array of cubes on the site's animated splash-page acts as a directory to a collection of data-theaters that give this information its virtual form. A mouse click on one of these cubes leads to an orthographic model of the object to be constructed. This model is an index to a database of scaled drawings, animations, and specifications. The index is hypergraphic because a click on the image of one of the pieces of the model leads to a data page that provides information about that piece in the context of its assembly. Panels surround the index to act as an interface to projections of the pieces of the object. These projections include elevations, plans, slices, and dimensioned details. A click on the elevation-panel leads to information on finishes, framing, and construction of each face of the object. From above, the plan-panel shows roofing, framing, floor plan, foundation layout, excavation, and utilities as an animation of the construction process. There are also animated slice-panels that cut through the object to give heights and materials. A click on one of these panels leads to two-dimensional drawings and details of the actual construction. The orthographic index morphs to a framed VR environment where the model can be turned and viewed in perspective. A click on one of the pieces of the model in this information the VR environment leads to specifications and manufacturing information about the materials of its construction. The user accesses this information through a tool-palette to communicate with design team members. In this way, the team can coordinate the document's development, review progress, and make changes to the information system. This breaks the notion of a construction document as an object-of-exchange and suggests the use of the computer as a medium of communication that facilitates the design and construction process.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 9748
authors Trikac, S.N., Banerjeea, P. and Kashyapb, R.L.
year 1997
title Virtual reality interfaces for feature-based computer-aided design systems
source Computer-Aided Design, Vol. 29 (8) (1997) pp. 565-574
summary A computer-aided design (CAD) system with a virtual reality (VR) interface simplifies the design of complex mechanical parts. To add a design feature (e.g., a hole,slot, or protrusion), the designer can navigate in the part to the appropriate face of the part where he/she wishes to attach the feature, and sketch directly on that face.Besides convenience, this method of feature specification implicitly enforces feature accessibility constraints, and also provides hints to the process-planner regardingthe order in which the features may be manufactured. We detail the design of a VR-based prototype CAD system. The system maintains the knowledge of part cavitiesand their adjacencies, and a triangulated boundary-representation of an approximating polyhedron. We present incremental provably correct algorithms for updatingthis representation as the user edits the part. We also show how this representation supports real-time displays, navigation, and collision detection. The user-interfaceof the CAD system relies on these capabilities to provide the above-mentioned advantages.
keywords User Interfaces, Virtual Reality, Feature-Based Design, Geometric Reasoning, Feature Extraction
series journal paper
last changed 2003/05/15 21:33

_id 0358
authors Woo, S., Lee, E., Sasada, T. and Kim, I.
year 1997
title The Multi-User Workspace as the Medium for Communication in Collaborative 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. 133-142
doi https://doi.org/10.52842/conf.caadria.1997.133
summary The design process requires collaboration between organizations and individuals. This paper considers recent research in collaborative design system, it is called the multi-user workspace. The group-oriented multi-user workspace is a design environment where the collaborative work progresses smoothly between participants in the architecture design process. This paper describes the research project concerning the multi-user work space with inter-university collaboration. The design in the multi-user work space is processed while participants interact with each other. This paper shows the possibility of the multi-user workspace and investigates its problems.
series CAADRIA
last changed 2022/06/07 07:57

_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 eb53
authors Asanowicz, K. and Bartnicka, M.
year 1997
title Computer analysis of visual perception - endoscopy without endoscope
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 This paper presents a method of using computer animation techniques in order to solve problems of visual pollution of city environment. It is our observation that human-inducted degradation of city environmental results from well - intentioned but inappropriate preservation actions by uninformed designers and local administration. Very often, a local municipality administration permits to build bad-fitting surroundings houses. It is usually connected with lack of visual information's about housing areas of a city, its features and characteristics. The CAMUS system (Computer Aided Management of Urban Structure) is being created at the Faculty of Architecture of Bialystok Technical University. One of its integral parts is VIA - Visual Impact of Architecture. The basic element of this system is a geometrical model of the housing areas of Bialystok. This model can be enhanced using rendering packages as they create the basis to check our perception of a given area. An inspiration of this approach was the digital endoscopy presented by J. Breen and M. Stellingwerff at the 2nd EAEA Conferences in Vienna. We are presenting the possibilities of using simple computer programs for analysis of spatial model. This contribution presents those factors of computer presentation which can demonstrate that computers achieve such effects as endoscope and often their use be much more efficient and effective.
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 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 0627
authors Dijkstra, J. and Timmermans, H.J.P.
year 1997
title Exploring the Possibilities of Conjoint Measurement as a Decision-Making Tool for Virtual Wayfinding Environments
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. 61-71
doi https://doi.org/10.52842/conf.caadria.1997.061
summary Virtual reality systems may have a lot to offer in architecture and urban planning when visual and active environments may have a dramatic impact on individual preferences and choice behaviour. Conjoint analysis involves the use of designed hypothetical choice situations to measure individuals’ preferences and predict their choice in new situations. Conjoint experiments involve the design and analysis of hypothetical decision tasks. Alternatives are described by their main features, called attributes. Multiple hypothetical alternatives, called product profiles, are generated and presented to respondents, who are requested to express their degree of preference for these profiles or choose between these profiles. Conjoint experiments have become a popular tool to model individual preferences and decision-making in a variety of research areas. Most studies of conjoint analysis have involved a verbal description of product profiles, although some studies have used a pictorial presentation of production profiles. Virtual reality systems offer the potential of moving the response format beyond these traditional response modes. This paper describes a particular aspect of an ongoing research project which aims to develop a virtual reality based system for conjoint analysis. The principles underlying the system will be illustrated by a simple example of wayfinding in a virtual environment.
series CAADRIA
last changed 2022/06/07 07:55

_id b5f4
authors Gero, John S. and Ding, Lan
year 1997
title Exploring Style Emergence in Architectural Designs
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. 287-296
summary This paper presents an evolutionary approach to style emergence in architectural designs. Emergence is the process of making features explicit which were previously only implicit. Style is considered as a set of common characteristics of a group of designs. It is interpreted using a language model as an analogy and is represented at the genetic level. An evolutionary system based on genetic engineering is developed. It emerges style by locating the genetic structures which produce that style. Preliminary results are presented.
series other
email
last changed 2003/04/06 09:26

_id d79b
id d79b
authors Kim, I., Liebich, T. and Maver, T.
year 1997
title Managing design data in an integrated CAAD environment: a product model approach
source Automation in Construction 7 (1) (1997) pp. 35-53
summary This paper proposes a prototype architectural design environment which aims to integrate various applications for designing a building. Within an object-oriented design environment, a core data model and a data management system have been implemented to seamlessly connect all applications. The process of design has been investigated with the purpose of characterising the role that a system of this kind may have. In defining the system, an approach has been used that privileges the relationships with the existing computer-aided design (CAD) tools based on data exchange standards in course of definition today.
series journal paper
email
more http://www.elsevier.com/locate/autcon
last changed 2003/09/03 16:20

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