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 523

_id 63bb
authors Kokosalakis, J., Brown, G. and Moorhouse, J.
year 1997
title Incremental Reflective Learning and Innovative Practice in Electronic Design Media
doi https://doi.org/10.52842/conf.ecaade.1997.x.u1q
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper discusses the impact of a continuously developing CAAD learning strategy, describing in detail a few of these principles, and considering their dynamic impact through deeper more lasting learning, feeding a substantial intensification in the application of Architectural Designing with Computers, changing design methods with interesting analytical and creative results.Aspects of the CAAD teaching discussed include extended collaboration between CAAD and design tutors in defining learning outcomes and tutoring the students’ application of CAAD to design projects, inclusion of CAAD within traditional interim reviews and feedback for design projects and bringing emphasis on conceptual principles, structuring the model and simple programming into earlier stages of the teaching programme and a simple excursion into programming. Studio project examples indicate the interplay between teaching, learning and achievement. Some evidence is explored in greater detail. from the "Interstitial Layers" project utilising the appropriateness of CAAD to store and switch the visibility of spatial data in endless permutations and extensive combinations for mapping, analysing and strategically projecting patterns of city centre activities, fabric and space. Students’ demonstrate a dynamic command of CAAD: as a vehicle for conceptual design, a device to analytically review, criticise and modify the design, as a means to explain design ideas to tutors and to develop and detail final building designs. Reciprocal valuing of quality CAAD achievement between architecture students and staff is seen to be contributing to involvement and motivation, reinforcing striving for equality of achievement. Reference to a further strand of the new methodology considers the impact of tutoring based in researcher findings from video case study precedents of architects practising creative design through use of computers, on a more open, effective development of the architecture students’ own designing processes, culminating in interesting design work.
keywords Incremental Learning, Understanding, CAAD-Design Approaches, Retention, Feedback, Review, Urban Spatial Forms, Spatial Analysis, "Interstitial Layers", Patterns, Conceptual Electronic Designing, Creative Innovation, Equality and Sharing
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/kokosa/jmup01.htm
last changed 2022/06/07 07:50

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

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

_id 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 40d7
authors Dalyrmple, Michael and Gerzso, Michael
year 1998
title Executable Drawings: The Computation of Digital Architecture
doi https://doi.org/10.52842/conf.acadia.1998.172
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 172-187
summary Architectural designs are principally represented by drawings. Usually, each drawing corresponds to one design or aspects of one design. On the other hand, one executable drawing corresponds to a set of designs. These drawings are the same as conventional drawings except that they have computer code or programs embedded in them. A specific design is the result of the computer executing the code in a drawing for a particular set of parameter values. If the parameters are changed, a new design or design variation is produced. With executable drawings, a CAD system is also a program editor. A designer not only designs by drawing but also programming. It fuses two activities: the first, drawing, is basic in architectural practice; and the second, progamming, or specifying the relation of outputs from inputs, is basic in computer system development. A consequence of executable drawings is that architectural form is represented by graphical entities (lines or shapes) as well as computer code or programs. This type of architecture we call digital architecture. Two simple examples are presented: first, the design of a building in terms of an executable drawing of the architects, Sangallo the Younger and Michelangelo, and second, a description of an object oriented implementation of a preliminary prototype of an executable drawing system written in 1997 which computes a simple office layout.
series ACADIA
email
last changed 2022/06/07 07:55

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_id e373
authors Johnson, Robert E. and Clayton, Mark
year 1997
title The Impact of Information Technology in Design and Construction: The Owner's Perspective
doi https://doi.org/10.52842/conf.acadia.1997.229
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 229-241
summary This paper reports on findings of a November 1996 exploratory survey of architecture-engineering clients (Fortune 500 corporate facility managers). This research investigated how the practices of corporate facility managers are being influenced by rapid changes in information technology. The conceptual model that served as a guide for this research hypothesized that information technology acts as both an enabler (that is, information technology provides an effective mechanism for managers to implement desired changes) as well as a source of innovation (that is, new information technology innovations create new facility management opportunities). The underlying assumption of this research is that information technology is evolving from a tool that incrementally improves "back-office" productivity to an essential component of strategic positioning that may alter the basic economics, organizational structure and operational practices of facility management organizations and their interactions with service providers (architects, engineers and constructors). The paper concludes with a discussion of researchable issues.
series ACADIA
email
last changed 2022/06/07 07:52

_id 24f4
authors Kaga, A., Comair, C. and Sasada, T.
year 1997
title Collaborative Design System with Network Technologies
doi https://doi.org/10.52842/conf.caadria.1997.187
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. 187-196
summary During the past ten years at the Sasada Lab of Osaka University has been using computer graphics for presentation, design review and design for practical architectural design projects. Our laboratory is interested in "collaborative design” with designers, clients and citizen. We discovered that there are two major problems, initiatives and timing, and have found new solutions using network technologies. This method have solved these problems, but we have found major problems in "collaborative design” that occur the during many practical architectural design projects. This paper presents these problems and some of the solutions and research that our group has accomplished, or is pursuing in the field of "collaborative design”, using some of the latest technologies in hyper-medium and networking. This paper presents the requirements for Collaborative Design System, the new technologies and the thought of system architecture, the prototype system in practical design project, and the evaluation of prototype system.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 01e7
authors Kvan, Thomas
year 1997
title Studio Teaching Without Meeting: Pedagogical Aspects of a Virtual Design Studio
doi https://doi.org/10.52842/conf.caadria.1997.163
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. 163-177
summary Virtual Design Studios are proliferating. Schools of architecture are eagerly experimenting with the technology of the Internet. Discussions about Virtual Design Studios typically focus on technological issues – which hardware, what software – or environments – MOOs, ftp. Recently, some papers have been written on the perceptual issues and the social aspects of remote design collaborations, thus contributing to some of the contextual issues within which virtual studios are conducted. This paper contributes another perspective, presenting a review of the pedagogical issues raised in a VDS. It examines the difficulties and opportunities which present themselves in teaching a Virtual Design Studio. Based on reviews of problem-based learning and examinations of architectural studio learning, including several experiences in conducting virtual studios, the author considers the particularities of conducting a studio in the virtual world, the motivations for these studios, the experiences of students and the results obtained. From this background, the author identifies benefits and drawbacks of teaching in this manner, leading then to guidelines for framing and conducting effective and successful Virtual Design Studios and raises issues for further discussion.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 4cce
authors Monedero, Javier
year 1997
title Parametric Design. A Review and Some Experiences
doi https://doi.org/10.52842/conf.ecaade.1997.x.q8p
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary During the last few years there has been an extraordinary development of computer aided tools intended to present or communicate the results of architectural projects. But there has not been a comparable progress in the development of tools intended to assist design to generate architectural forms in an easy and interactive way. Even worst, architects who use the powerful means provided by computers, as a direct tool to create architectural forms are still an exception. Architecture continues to be produced by traditional means using the computer as little more than a drafting tool.

The main reasons that may explain this situation can be identified rather easily, although there will be significant differences of opinion. Mine is that it is a mistake trying to advance too rapidly and, for instance, propose integrated design methods using expert systems and artificial intelligence resources when do not have still an adequate tool to generate and modify simple 3D models.

The modelling tools we have at the present moment are clearly unsatisfactory. Their principal limitation is the lack of appropriate instruments to modify interactively the model once it has been created. This is a fundamental aspect in any design activity, where the designer is constantly going forward and backwards, reelaborating once and again some particular aspect of the model, or its general layout, or even coming back to a previous solution that had been temporarily abandoned.

keywords Parametric Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/moneder/moneder.htm
last changed 2022/06/07 07:50

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
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 Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 3e1c
authors Mortenson, M.E.
year 1997
title Geometric Modeling
source New York: Wiley Computer Publishing
summary A comprehensive, up-to-date presentation of all the indispensable core concepts of geometric modeling. Now completely updated to reflect the most recent developments in the field, Geometric Modeling clearly presents and compares all the important mathematical approaches to modeling curves, surfaces, and solids, and shows how to shape and assemble these elements into more complex models. Its thorough coverage also includes the concomitant geometric processing necessary, e.g., the computation of intersections, offsets, and fillets. Written in a style that is virtually free of the jargon of special applications, this unique book focuses on the essence of geometric modeling and treats it as a discipline in its own right. This integrated approach allows the reader to focus on the principles and logic of geometric modeling without requiring background knowledge of CAD/CAM, computer graphics, or computer programming. Supported by more than 300 illustrations, Geometric Modeling appeals to the reader's visual and intuitive skills in a way that makes understanding the more abstract concepts much easier. This new edition features a host of new application areas, including topology, special effects in cinematography, the design and control of type fonts, and virtual reality, as well as numerous application examples. For computer graphics specialists, application designers and developers, scientific programmers, and advanced students, Geometric Modeling, Second Edition will serve as a complete and invaluable guide to the entire field.
series other
last changed 2003/04/23 15:14

_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 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

_id 0c91
authors Asanowicz, Aleksander
year 1997
title Computer - Tool vs. Medium
doi https://doi.org/10.52842/conf.ecaade.1997.x.b2e
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary We have arrived an important juncture in the history of computing in our profession: This history is long enough to reveal clear trends in the use of computing, but not long to institutionalize them. As computers peremate every area of architecture - from design and construction documents to project administration and site supervision - can “virtual practice” be far behind? In the old days, there were basically two ways of architects working. Under stress. Or under lots more stress. Over time, someone forwarded the radical motion that the job could be easier, you could actually get more work done. Architects still have been looking for ways to produce more work in less time. They need a more productive work environment. The ideal environment would integrate man and machine (computer) in total harmony. As more and more architects and firms invest more and more time, money, and effort into particular ways of using computers, these practices will become resistant to change. Now is the time to decide if computing is developing the way we think it should. Enabled and vastly accelerated by technology, and driven by imperatives for cost efficiency, flexibility, and responsiveness, work in the design sector is changing in every respect. It is stands to reason that architects must change too - on every level - not only by expanding the scope of their design concerns, but by altering design process. Very often we can read, that the recent new technologies, the availability of computers and software, imply that use of CAAD software in design office is growing enormously and computers really have changed the production of contract documents in architectural offices.
keywords Computers, CAAD, Cyberreal, Design, Interactive, Medium, Sketches, Tools, Virtual Reality
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/asan/asanowic.htm
last changed 2022/06/07 07:50

_id 8ec9
authors Asanowicz, Alexander
year 1997
title Incompatible Pencil - Chance for Changing in Design Process
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 93-101
summary The existing Caad systems limit designers creativity by constraining them to work with prototypes provided by the system's knowledge base. Most think of computers as drafting machines and consider CAAD models as merely proposals for future buildings. But this kind of thinking (computers as simple drafting machines) seems to be a way without future. New media demands new process and new process demands new media. We have to give some thougt to impact of CAAD on the design process and in which part of it CAAD can add new value. In this paper there will be considered two ways of using of computers. First - creation of architectural form in an architect's mind and projects visualisation with using renderings, animation and virtual reality. In the second part - computer techniques are investigated as a medium of creation. Unlike a conventional drawing the design object within computer has a life of its own. In computer space design and the final product are one. Computer creates environments for new kind of design activities. In fact, many dimensions of meaning in cyberspace have led to a cyberreal architecture that is sure to have dramatic consequences for the profession.
series AVOCAAD
last changed 2005/09/09 10:48

_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

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