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 519

_id 76ba
authors Bermudez, Julio
year 1997
title Cyber(Inter)Sections: Looking into the Real Impact of The Virtual in the Architectural Profession
source Proceedings of the Symposium on Architectural Design Education: Intersecting Perspectives, Identities and Approaches. Minneapolis, MN: College of Architecture & Landscape Architecture, pp. 57-63
summary As both the skepticism and 'hype' surrounding cyberspace vanish under the weight of ever increasing power, demand, and use of information, the architectural discipline must prepare for significant changes. For cyberspace is remorselessly cutting through the dearest structures, rituals, roles, and modes of production in our profession. Yet, this section is not just a detached cut through the existing tissues of the discipline. Rather it is an inter-section, as cyberspace becomes also transformed in the act of piercing. This phenomenon is causing major transformations in at least three areas: 1. Cyberspace is substantially altering the way we produce and communicate architectural information. The arising new working environment suggests highly hybrid and networked conditions that will push the productive and educational landscape of the discipline towards increasing levels of fluidity, exchanges, diversity and change. 2. It has been argued that cyberspace-based human and human-data interactions present us with the opportunity to foster a more free marketplace of ideologies, cultures, preferences, values, and choices. Whether or not the in-progress cyberincisions have the potential to go deep enough to cure the many illnesses afflicting the body of our discipline need to be considered seriously. 3. Cyberspace is a new place or environment wherein new kinds of human activities demand unprecedented types of architectural services. Rather than being a passing fashion, these new architectural requirements are destined to grow exponentially. We need to consider the new modes of practice being created by cyberspace and the education required to prepare for them. This paper looks at these three intersecting territories showing that it is academia and not practice that is leading the profession in the incorporation of virtuality into architecture. Rafael Moneo's words come to mind. [2]
series other
email
last changed 2003/11/21 15:16

_id 4b46
authors Brady, Darlene A.
year 1997
title The Mind's Eye: Movement and Time in Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 85-93
doi https://doi.org/10.52842/conf.acadia.1997.085
summary Le Corbusier notes in Vers Une Architecture that, because we look at the creation of architecture with eyes which are 5'-6" from the ground, it is imperative to "deal with aims which the eye can appreciate, and intentions which take into account architectural elements." (Le Corbusier 1927) Architecture is a three-dimensional entity that we experience as much through movement as repose. Therefore, it is essential that the computer technology used to design architecture enables the consideration of both aspects of this experience. This paper presents several ways in which animation is used to enhance the design process.

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

_id ed09
authors Chang, Teng Wen and Woodbury, Robert F.
year 1997
title Efficient Design Spaces of Non-Manifold Solids
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 335-344
doi https://doi.org/10.52842/conf.caadria.1997.335
summary One widely accepted metaphor in design research is search or, equivalently, exploration which likens design to intelligent movement through a possibly infinite space of alternatives. In this metaphor, designers search design spaces, explore possibilities, discover new designs, and recall and adapt existing designs. We give the name design space explorers to computer programs that support exploration. This paper describes an efficient representation of states comprising three-dimensional non-manifold solid models and of design spaces made from such states.
series CAADRIA
email
last changed 2022/06/07 07:56

_id e292
authors Charitos, D. and Bridges, A.H.
year 1997
title On Architectural Design of Virtual Environments
source Design Studies, Vol.18, No. 2, 143-154
summary This paper considers the domains of architectural design and film theory for the purpose of informing the design of virtual environments (VEs). It is suggested that these domains may form a background for the consideration of possible metaphors for the design of VEs. Firstly, the paper investigates the relation between architecture and virtual reality technology, through the nature of drawings and virtual environments as means of representing three-dimensional spaces. Then, differences between VEs and physical environments (PEs) are identified for the purpose of understanding the intrinsic nature of VEs, by comparing them to our familiar everyday spatial experience. This step is considered essential in helping us understand how we might be able to develop an architectural conception of designing spaces, in the context of VEs. The paper then presents two directions towards informing VE design by means of theoretical and practical architectural design knowledge. Finally, the use of film-related studies is considered as a means of enhancing our conception of time and movement in VEs.
series journal paper
email
last changed 2003/04/23 15:50

_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 618f
authors Homma, R., Matsumoto, M., Morozumi, M. and Iki, K.
year 1997
title The Development of a Psychological Evaluation System for Natural and Rural Landscapes
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. 229-236
doi https://doi.org/10.52842/conf.caadria.1997.229
summary In recent years, the importance of preservation of the view in natural and rural landscapes has been emphasized. In order to preserve the grassland view in the Aso area (which is a representative grassland view in Japan), the authors participated in the research about the relevancy of social structures in a rural area and the landscape by examining the view along a major line road that passes through this area.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 8735
authors James, Stephen
year 1999
title An Allegorical Architecture: A Proposed Interpretive Center for the Bonneville Salt Flats
source ACADIA Quarterly, vol. 18, no. 1, pp. 18-19
doi https://doi.org/10.52842/conf.acadia.1999.018
summary Architecture is the physical expression of man's relationship to the landscape- an emblem of our heritage. Such a noble statement sounds silly into today's context, because civilized society has largely disassociated itself from raw nature. We have tamed the elements with our environmental controls and turned the deserts into pasture. I find much of the built environment distracting. Current architecture is trite, compared to geologic form and order. I visited the Bonneville Salt Flats- (Utah's anti-landscape) in the summer of 1997. The experience of arriving at the flats exceeded my expectations. I was overpowered by a sense of personal insignificance - a small spot floating on a sea of salt. The horizon seemed to swallow up the sky. Off in the distance I noticed a dark fleck. It looked as foreign as I felt on this pure white plane. I drove across the sticky salt toward it, only to discover an old rusty oil barrel half submerged in salt. In my mind, the barrel has a history. It tells the story of a man's attempt at achieving a goal, or maybe it represents a broken dream left to corrode in the alkali flats. The barrel remains planted in the salt as a relic for those who venture into the white wilderness. This experience left me to ponder whether or not architecture can serve the same purpose - telling the story of a place through its relationship to a landscape, and connection to events.
series ACADIA
email
last changed 2022/06/07 07:52

_id 01f7
authors Krause, Jeffrey
year 1997
title Agent Generated Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 63-70
doi https://doi.org/10.52842/conf.acadia.1997.063
summary This paper will describe a behavior based artificial intelligence experiment in computer generated architectural design and will explain the internal representations and procedures of an agent based autonomous system. This is a departure from traditional (AI and architectural) top-down approaches, allowing hundreds of agents to work simultaneously—building, manipulating, and dismantling their environment. Individual agents work in collaboration, in disjunction or autonomously.

Architectural design is perhaps most commonly described by the architect as consisting of the ability to see the whole picture, to organize, to collect, to juggle, to manage, and to maintain multiple conflicting goals and values. Architecture by the preceding definition is hierarchical and top-down in nature. The agent based experiment in this paper presents an alternative design process, involving multiple autonomous agents acting distributively. The agents (objects) move through the design landscape, simultaneously collaborating, building, degenerating, and transforming their world.

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

_id 6cb4
authors Leupen, B., Grafe, C., Körnig, N., Lampe, M. and De Zeeuw, P.
year 1997
title Design and Analysis
source New York: Van Nostrand Reinhold
summary Design and Analysis by Bernard Leupen, Christoph Grafe, Nicola Körnig, Marc Lampe, and Peter de Zeeuw Design and Analysis is an insightful, interdisciplinary exploration of the diversity of analytic methods used by architects, designers, urban planners, and landscape architects to understand the structure and principles of the built environment. Developed by a team headed by Bernard Leupen at Delft University of Technology, The Netherlands, Design and Analysis defies borders of history, geography, and discipline, tracing the evolution of design principles from ancient Greece to the 20th century. "Only methodical analysis gives us an insight into the design process," states architect Bernard Tschumi. Using historical examples from architecture, urban design, and landscape architecture, Design and Analysis defines an ordered system that enables the design student or professional to identify the factors that influence designers' decisions, and shows how to relate them to the finished project. Design and Analysis is organized into six chapters that correspond to these factors: order and composition, functionality, structure, typology, context, and analytical techniques. The authors introduce the analytical drawing as a time-tested means to obtaining insight into the design process. Over 100 line drawings are featured in all. Using contemporary architectural examples to teach ancient design principles, Design and Analysis is more than just an introduction to analytical methods. The authors give an outline of space design as a whole, from individual buildings to urban and landscape ensembles. Though primarily intended for design students to help them appreciate many of the issues that they will face as professionals, Design and Analysis's broad, easy-to-read approach makes it an invaluable handbook for designers of all disciplines.
series other
last changed 2003/04/23 15:14

_id 02c5
authors Lin, Feng Tyan and Wang, Hung Hsiang
year 1997
title A Case Study of Cooperative Design Using Video Conference
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. 153-162
doi https://doi.org/10.52842/conf.caadria.1997.153
summary In this case study we observed an experimental cooperative design project: a parking lot design using a video conference system. Twelve graduate students of planning and design were divided into two teams for landscape design and traffic planning. They used ProShareTM, a computer-supported video conference system, to co-design at two separate rooms. We used video equipment to record this conference for a detailed analysis. Some experiences on using this system are described. The results indicate the relationships within the work organization, physical workplace and cooperative design. We argued that this workplace becomes more important, even though much research has put emphasis on the cyberspace in cooperative design. The team members’ tacit protocol has importance, but it does not guarantee any resolution of conflicts. This cooperative design is not only a social process, but also a logic of iterative verifications and falsifications. It is dangerous to construct a theory of computer-supported cooperative design simply based on this case study; however, such an observation could be the first step towards the theory.
series CAADRIA
email
last changed 2022/06/07 07:59

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

_id 2e5a
authors Matsumoto, N. and Seta, S.
year 1997
title A history and application of visual simulation in which perceptual behaviour movement is measured.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary For our research on perception and judgment, we have developed a new visual simulation system based on the previous system. Here, we report on the development history of our system and on the current research employing it. In 1975, the first visual simulation system was introduced, witch comprised a fiberscope and small-scale models. By manipulating the fiberscope's handles, the subject was able to view the models at eye level. When the pen-size CCD TV camera came out, we immediately embraced it, incorporating it into a computer controlled visual simulation system in 1988. It comprises four elements: operation input, drive control, model shooting, and presentation. This system was easy to operate, and the subject gained an omnidirectional, eye-level image as though walking through the model. In 1995, we began developing a new visual system. We wanted to relate the scale model image directly to perceptual behavior, to make natural background images, and to record human feelings in a non-verbal method. Restructuring the above four elements to meet our equirements and adding two more (background shooting and emotion spectrum analysis), we inally completed the new simulation system in 1996. We are employing this system in streetscape research. Using the emotion spectrum system, we are able to record brain waves. Quantifying the visual effects through these waves, we are analyzing the relation between visual effects and physical elements. Thus, we are presented with a new aspect to study: the relationship between brain waves and changes in the physical environment. We will be studying the relation of brain waves in our sequential analysis of the streetscape.
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 ascaad2014_003
id ascaad2014_003
authors Parlac, Vera
year 2014
title Surface Dynamics: From dynamic surface to agile spaces
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 39-48
summary Behavior, adaptation and responsiveness are characteristics of live organisms; architecture on the other hand is structurally, materially and functionally constructed. With the shift from ‘mechanical’ towards ‘organic’ paradigm (Mae-Wan Ho, 1997) attitude towards architectural adaptation, behavior and performance is shifting as well. This change is altering a system of reference and conceptual basis for architecture by suggesting the integration of dynamics – dynamics that don’t address kinetic movement only but include flows of energies, material and information. This paper presents an ongoing research into kinetic material system with the focus on non-mechanical actuation (shape memory alloy) and the structural and material behavior. It proposes an adaptive surface capable of altering its shape and forming small occupiable spaces that respond to external and internal influences and flows of information. The adaptive structure is developed as a physical and digital prototype. Its behavior is examined at a physical level and the findings are used to digitally simulate the behavior of the larger system. The design approach is driven by an interest in adaptive systems in nature and material variability (structural and functional) of naturally constructed materials. The broader goal of the research is to test the scale at which shape memory alloy can be employed as an actuator of dynamic architectural surfaces and to speculate on and explore the capacity of active and responsive systems to produce adaptable surfaces that can form occupiable spaces and with that, added functionalities in architectural and urban environments.
series ASCAAD
email
last changed 2016/02/15 13:09

_id e941
authors Sariyildiz, Sevil, Durmisevic, Sanja and Ploco, Jasmina
year 1997
title Pattern Grammar within the Language of Architecture
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 299-311
summary Technology plays an important role in the design and designing process, influencing the architectural expressions and giving an impulse to new developments of architectural language. It has been allways the stimulating push for the generation of new concepts, spaces and technics in architectural design. Especially the developments, in the field of material technology and construction industry. Lately, Information and Communication Technology (ICT) pledge to have an important impact on designing practice as well as a part of the technological developments. In order to widen the application of CAAD in designers realm, it is necessary to interpose new design tools and methods. This means introducing CAAD more as a "designing tool" and making its employment feasible from the very first stages of design process - during the conceptual phase. Pattern Grammars, which we will introduce in this paper is such a method that provides support to designers, architects and urban planners. These patterns, based on complex 3D spatial geometrical polyhedra and polytopes, when generated, have form and structure at the same time. Parallel with geometry creation, aspects such as accessibility, functionality and integrity of a building should be taken in consideration as well. Working with pattern grammar within CAAD environment, enables faster generating of concepts and examination of spatial qualities, offering at the same time higher standards of design flexibility and enormous variety. It also introduces new design approaches to stimulate the innovative ideas concerning the design. This, altogether, represents an added value of CAAD.
keywords CAAD Tools, Pattern Grammar, Substitution Method
series AVOCAAD
last changed 2005/09/09 10:48

_id fe7f
authors Schofield, A.J., Stonham, T.J. and Mehta, P.A.
year 1997
title Automated people counting to aid lift control
source Automation in Construction 6 (5-6) (1997) pp. 437-445
summary It has been suggested that the efficiency of elevator systems could be improved if lift controllers had access to accurate counts of the number of passengers waiting at each floor. Video cameras and image processing techniques represent a convenient and non-intrusive solution to the people counting problem and can produce reasonably accurate counts for moderate cost. This paper addresses the problem of people counting using video techniques not the problem of lift control. For a video based counting system to be of use it must distinguish people from other (background) objects in the field of view; the principle difficulty being due to variations in the background scene caused by changes in lighting and the movement of objects. The system discussed here uses neural networks to distinguish between parts of the background scene and non-background objects (people). This system is able to form a compact representation of multiple background images and hence deal with variations in the scene under analysis without requiring large amounts of memory or processing time.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id ab5b
authors Seta, S., Kohno, T. and Matsumoto, N.
year 1997
title A visual simulation system using scale models and computer graphics
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary It is very important to simulate the landscape when planning large scale buildings, such as skyscrapers and high-rise condominiums, and high-level visual simulation is anticipated in Japan. A landscape simulator using scale models which we have developed is useful to obtain eye-level images. Computer graphics is also useful to obtain eye-level images because of the high quality. This paper reports on a visual simulation system using a new image composition technique to combine the scenery of scale models recorded by the simulator with computer graphics images. The video images of scale models are obtained an eye-level images from a small CCD video camera controlled by a personal computer. The background images including the sky and clouds are created as CG images. A real-time image composition technique has been developed by means of a video editing system to combine the video images of scale models with the CG images. We show the potential of this hybrid simulation method as a useful technique for visual simulation.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id avocaad_2001_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 e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
doi https://doi.org/10.52842/conf.ecaade.1999.169
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_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 eea1
authors Achten, Henri
year 1997
title Generic Representations - Typical Design without the Use of Types
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 117-133
summary The building type is a (knowledge) structure that is both recognised as a constitutive cognitive element of human thought and as a constitutive computational element in CAAD systems. Questions that seem unresolved up to now about computational approaches to building types are the relationship between the various instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed functional 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. It is proposed in this research not to focus on a definition of 'type,' but rather to investigate the role of knowledge connected to building types in the design process. The basic proposition is that the graphic representations used to represent the state of the design object throughout the design process can be used as a medium to encode knowledge of the building type. This proposition claims that graphic representations consistently encode the things they represent, that it is possible to derive the knowledge content of graphic representations, and that there is enough diversity within graphic representations to support a design process of a building belonging to a type. In order to substantiate these claims, it is necessary to analyse graphic representations. In the research work, an approach based on the notion of 'graphic units' is developed. The graphic unit is defined and the analysis of graphic representations on the basis of the graphic unit is demonstrated. This analysis brings forward the knowledge content of single graphic representations. Such knowledge content is declarative knowledge. The graphic unit also provides the means to articulate the transition from one graphic representation to another graphic representation. Such transitions encode procedural knowledge. The principles of a sequence of generic representations are discussed and it is demonstrated how a particular type - the office building type - is implemented in the theoretical work. Computational work on implementation part of a sequence of generic representations of the office building type is discussed. The paper ends with a summary and future work.
series CAAD Futures
email
last changed 2003/11/21 15:15

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