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 351

_id a106
authors Martelli, T.
year 1997
title Automatic Procedure for the Dimensioning and Arrangement of Space Units of an Architectural Organism
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.v5q
summary The application of a Mathematical Programming (M.P.) technique, typical of Operational Research (O. R.), is proposed as a means to cope with the decisional problem of layout dimensioning and arrangement. Within the ambit of O.R., Mathematical Programming. deals with decisional problems of simplest structure: only one decision factor, only one preference function, complete (deterministic) knowledge of the environment in which one operates.

Such a problem, in standard form, presents an objective function Z=f(x), of n variables x, to be minimized and a system of linear equations and/or inequalities, on the same variables, which represent the constraints and which define an admissible area for the solution.

The architectural organism is modelled as an assembly of parallelepiped shaped space entities or units, provided with a certain number of "holes" that permit functional corresponding connection. The pursued intent being optimal assembly.

The model, in its mathematical form, fits a standard Non-Linear M.P. (N.L.P.) problem, since the objective function Z is non-linear and the constraints are represented by inequalities. In its graphic form it reproduces an image of all the space units constituting the organism; moreover it is able to represent these units, in their logical and physical individuality, and their mutual relationship, as well as the ones with the external environment.

keywords Layout Dimensioning, Modelling, Mathematical Programming, Gradient Method
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/martelli/martelli.htm
last changed 2022/06/07 07:50

_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 472d
authors Burry, Mark and Murray, Zolna
year 1997
title Architectural Design Based on Parametric Variation and Associative Geometry
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.h5q
summary This paper considers the role of the computer for detailed design within the wider architectural design process. The central proposition is that parametric modelling software is invaluable for both preliminary and developed design where there is a need for the definition, manipulation and visualisation of complex geometry. The paper begins with a definition of 'parametric design' followed by a consideration of its potential to assist or hinder the designer. A worked example will demonstrate how the elements that make up a model can be referenced to each other using a number of clearly defined constraints, the completed model being changed, modified and regenerated while conforming to pre-set conditions. This will be followed by a report on research into the implications of parametric design modelling applied retrospectively to Jørn Utzon's documented design process for the Sydney Opera House. The study analyses how conventional modelling coped with the manipulation of these forms and compares this with the potential of computer-aided iterative design refinement.
keywords Architectural Design, Geometry, Parametric Variation
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/burry/default.htm
last changed 2022/06/07 07:50

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

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

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

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

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

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

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 0f97
authors Kvan, Th., West, R. and Vera, A.
year 1997
title Choosing Tools for a Virtual Community
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 20 p.
summary This paper reports on the results of experiments carried out to identify the effects of computer-mediated communication between participants involved in a design problem. When setting up a virtual design community, choices must be made between a variety of tools, choices dictated by budget, bandwidth, ability, availability. How do you choose between the tools, which is useful and how will each affect the outcome of the design exchanges you plan? Cognitive modelling methodologies such as GOMS have been used by interface designers to capture the mechanisms of action and interaction involved in routine expert behavior. Using this technique, which breaks down an individual's behaviors into Goals, Operators, Methods, and Selection rules, it is possible to evaluate the impact of different aspects of an interface in task-specific ways. In the present study, the GOMS methodology was used to characterize the interactive behavior of knowledgeable participants as they worked on a design task under different communication-support conditions.

Pairs of participants were set a design problem and asked to solve it in face-to-face settings. The same problem was then tackled by participants in settings using two different modes of computer-supported communication: email and an electronic whiteboard. Protocols were collected and analyzed in terms of the constraints of each tool relative to the task and to each other. The GOMS methodology was used as a way to represent the collaborative design process in a way that yields information on both the productivity and performance of participants in each of the three experimental conditions. It also yielded information on the component elements of the design process, the basic cognitive building-blocks of design, thereby suggesting fundamentally new tools that might be created for interaction in virtual environments.

A further goal of the study was to explore the nature of task differences in relation to alternative platforms for communication. It was hypothesized that design processes involving significant negotiation would be less aided by computer support than straight forward design problems. The latter involve cooperative knowledge application by both participants and are therefore facilitated by information-rich forms of computer support. The former, on the other hand, requires conflict resolution and is inhibited by non face-to-face interaction. The results of this study point to the fact that the success of collaboration in virtual space is not just dependent on the nature of the tools but also on the specific nature of the collaborative task.

keywords Cognitive Models, Task-analysis, GOMS
series other
email
last changed 2003/05/15 20:50

_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 4eea
authors Sook Lee, Y. and Kyung Shin, H.
year 1997
title Development and visualization of interior space models for university professor's office.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary When visualization is required in academic area, the sound mundane realism ideally defined through scientific research is a requirement to make the testing of the visualized model worthy. Spatial model development is an essential part in every space type. Without space standards, architecture can not be existed. Lack of space standards causes some confusion, delay of decision, and trials and errors in building practice. This research deals with university professor's office space model. Currently in Korea, university building construction has been increased because of rapidly growing quantitative and qualitative needs for better education. There has been a wide range of size preference of the office space. Because of Korea's limited land availability, deliberate consideration in suggesting the minimum space standards without sacrificing the function is needed. This is especially important since professors traditionally have been highly respected from society, thereby rather authoritative with strong territoriality and privacy need and relatively sensitive to space size. Thus, presenting the 3D visual models to convince professors that the models accommodate their needs is important as well as the search process for ideal space models. The aim of the project was to develop a set of interior space models for university professor's office. To achieve the goal, 3 research projects and 1 design simulation project were implemented. Objectives of the 4 projects were 1) to identify the most popular office space conditions that is architectural characteristics, 2) to identify the most popular office space use type, 3) to identify user needs for spatial improvement, 4) to develop and suggest interior design alternatives systematically and present them in 3 dimentional computer simulation. This simulated images will be a basis of scaled model construction for endoscopy research and of full scale modelling in the future.
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 c5ff
authors Hellgardt, Michael and Kundu, Sourav
year 1997
title Spatium - A System for the Definition and Design of Shape Grammars
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 83-96
summary It is shown how Augmented Transition Networks (ATN) can be gradually programmed with shape grammar structures. This work is inspired by natural language parsing. Another major reference is the space-between or spatium assumption. An application is given with a simulation of Palladio villas. Then is shown that ATN frames can be encoded in a way that allows their use without specific knowledge of computer modeling. Connections between human and machine learning are touched on.
series CAAD Futures
email
last changed 1999/04/06 09:19

_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 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 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 5c74
authors HCIL
year 1997
title Spatial Perception in Perspective Displays
source Report Human-Computer Interaction Lab, Virginia
summary Increasingly, computer displays are being used as the interface "window" between complex systems and their users. In addition, it is becoming more common to see computer interfaces represented by spatial metaphors, allowing users to apply their vast prior knowledge and experience in dealing with the three-dimensional (3D) world (Wickens, 1992). Desktop VR or window on a world (WoW), as it is sometimes called, uses a conventional computer monitor to display the virtual environment (VE). The 3D display applies perspective geometry to provide the illusion of 3D space.
series report
last changed 2003/04/23 15:50

_id 6707
authors Jakimowicz, A., Barrallo, J. and Guedes, E.M.
year 1997
title Spatial Computer Abstraction: From Intuition to Genetic Algorithms
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 917-926
summary Many of the emblematic buildings constructed at present shows many formal and technological innovations that have not been satisfactorily resolved by the existing CAAD software. Frank 0. Gehry's Guggenheim Museum in Bilbao is a good example of architecture whose shapes and design are very advanced from the concepts and tools used by CAAD. The search for new creative resources, from the educational and professional point of view, must be a priority. This will be the only way to get that CAAD contributes essentially in the process of architectural innovation, instead of merely being a reproduction tool. From this viewpoint the computer exploration of the three dimensional form is presented in here. The concept of abstract art, that has been successfully applied to painting and sculpture in this century is used as a way to experiment, design and create architecture. This paper juxtaposes three approaches, three different ways of understanding the abstract character, with the purpose to create new objects and environments, which are exclusively characteristic for computer space. This juxtaposition shows how creative and innovative activities in the field of CAAD can be developed using different intellectual bases: intuition, mathematical formulas and genetic algorithms.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id aa79
authors Kardos, K.
year 1997
title Laboratorial verification of ideas for urban space compositional design completion
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 The subject-matter of the contribution is presentation of the non-conventional didactical methods application in architectural education and research at the Faculty of Architecture of the Slovak Technical University in Bratislava. It is an application of a laboratorial method of architectural endoscopy based on a model urban space simulation principle and on the acquirement of an electrooptical visual display image information from a recording periscope unit interaction in the real time and the real model space, with the option of spontaneous semantic evaluation of the output on a video-monitor and of a synchronic timing process recording on a magnetoscope. Application of a consequential powerful PC-configuration with creative software enables further digital sequential processing both on the graphical output and for multimedial presentation.
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 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id 8c02
authors Martens, B.
year 1997
title High-end developments within the framework of dynamic-endoscopic viewing of models.
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 As far back as the seventies the first experiences with endoscopic viewing of models were made in the field of architecture and urban construction by introducing an endoscope into the model of the planned architectural and urban space. The monitor shows an approximation of real view of the new portion of building or city, resp. The endoscopic picture provides the viewer with the usual height of viewing and roughly the perspective of a pedestrian, whereas very often planning models of houses and city quarters are evaluated predominantly by means of the bird's eye view. Meanwhile, mechanical installations of relatively limited means have been installed at several university sites making for a simulation of spatial experience by means of endoscopic rides through a construction model such as from the view of a car driver. This paper presents a sketch for a research proposal which is aimed at anticipating high-end-developments based on the experience acquired so far using low-cost-simulations.
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 c79d
authors Pinet, Celine
year 1997
title Design Evaluation Based on Virtual Representation of Spaces
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 111-120
doi https://doi.org/10.52842/conf.acadia.1997.111
summary When spaces are evaluated, clients and architects often discuss design proposals by looking down at scale models. This overhead perspective forces viewers to imagine themselves looking and moving about within the model. Misperceptions may well result from such a point of view. With the advancement in virtual reality (VR) technology, and with its rising popularity in architecture, it is becoming plausible to consider using VR to evaluate design projects.

The projects presented here are of three types: (1.) The first project compares people's evaluation of several slightly modified virtual models of a space. (2.) The second project compares how people evaluate a foam core model of a space to how they evaluate a virtual representation of the same space (3.) The third project compares people's evaluation of a real space to that of a virtual representation of this space. //

The wide range of results presented provides one argument in support of using VR simulations to study spaces and how they are perceived. For example, results shows that a virtual window serves to alleviate perceived crowding and that added furniture serves to make a virtual room feel slightly larger and less constraining. However, problems did emerge with using virtual reality simulations to gain information about peoples' behavioral reactions to a space. Thus, not all circumstances under which VR representations are used creates valid results. Differences appear to be in the type of evaluations measured (e.g. dimensional versus behavioral). More research is needed to clarify this issue.

series ACADIA
email
last changed 2022/06/07 08:00

_id 23ea
authors Seebohm, Thomas and Wallace, William
year 1997
title Rule - Based Representation Of Design In Architectural Practice
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 251-264
doi https://doi.org/10.52842/conf.acadia.1997.251
summary It is suggested that expert systems storing the design knowledge of particular offices in terms of stylistic and construction practice provide a means to take considerably more advantage of information technology than currently. The form of the knowledge stored by such expert systems is a building representation in the form of rules stating how components are placed in three-dimensional space relative to each other. By describing how Frank Lloyd Wright designed his Usonian houses it is demonstrated that the proposed approach is very much in the spirit of distinguished architectural practice. To illustrate this idea, a system for assembling three-dimensional architectural details is presented with particular emphasis on the nature of the rules and the form of the building components created by the rules to assemble typical details. The nature of the rules, which are a three-dimensional adaptation of Stiny's shape grammars, is described. In particular, it is shown how the rules themselves are structured into different classes, what the nature of these classes is and how specific rules can be obtained from more general rules. The rules embody a firm's collective design experience in detailing. As a conclusion, an overview is given of architectural practice using rule-based representations.

series ACADIA
email
last changed 2022/06/07 07:56

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