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 552

_id ddss9809
id ddss9809
authors Brondino, Nair Cristina Margarido and Da Silva, Antônio Nélson Rodrigues
year 1998
title A comparison of land valuation methods supported by GIS
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The purpose of this work was to study three different strategies for the appraisal of urban land. The first, a theoretical strategy created by the authors of this study to reproduce the common conditions of Brazilian cities, uses increments and reductions in the value of a square meter of land according to each lot’s individual features. The second method, based on Multiple Regression techniques, is widely used for valuation purposes. Finally, the effectiveness of Artificial Neural Networks to deal with thiskind of problem is studied. A sample of 157 lots was collected from several neighbourhoods of a small Brazilian city for the case study. The lot features recorded were area, width, shape, distance to the downtown district of the city through the street network, existence of fences and paved sidewalks, and market price. Prediction errors have been estimated for each of the three methods in order to compare their results. Predicted and error values, added to Geographical Information Systems, may be used to build thematic maps and to check how each strategy applies to different areas of the city. The analyses of error values conducted in this study showed that Artificial Neural Networks presented the best performance as a land appraisal method for the case studied.
series DDSS
email
last changed 2003/11/21 15:16

_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 c721
authors Dauner, J., Landauer, E. and Fraunhofer, I.
year 1998
title 3D Product Presentation Online: The Virtual Design Exhibition
source VRML 98 - Third Symposium on the Virtual Reality Modeling Language. S. N. Spencer. Monterey, CA, ACM: 57-62
summary VRML offers a high potential for product presentation: Instead of regarding flat, static pictures, configurable and animated 3D models embedded in entertaining environments provide a new way of product presentation. But seriously using VRML for this application domain means facing several challenges. We discuss these issues by using the Virtual Design Exhibition as a showcase. In this exhibition seven interior design companies show products with high aesthetic quality. We discuss how these aesthetics influence the VRML presentation and give some guidelines resulting from our experience. CR Categories and Subject Descriptors: H.5.1 [Information Interfaces and Presentation] Multimedia Information; Systems - Artificial realities H.5.2 [Information Interfaces and Presentation] User Interfaces - Screen design; I.3.6 [Computer Graphics] Methodology and Techniques - Interaction techniques
series other
last changed 2003/04/23 15:50

_id c837
authors Lee, Jia-Her
year 1998
title Modelling Mondrian's Design Processes and Their Architectural Associations Using Multilayer Neural Networks
doi https://doi.org/10.52842/conf.caadria.1998.455
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 455-464
summary Can artificial intelligence be used for design behavior of human beings? Human designer’s behavior and design thinking are extremely complicated. There is still argument about the relationship between the two until now. Therefore, this research only investigates regular and common design behavior. This essay is taking Mondrian of Neo-Plasticism as an example and neural networks systems as a tool to illustrate the core idea. It is hoped that we can simulate the design thinking ability, such as memory association and recognition of human designers. Computation of neural networks systems, as a result and the difference between human designers and computer, can be discussed too. Also, since the work of Neo-Plasticism Mondrian influences contemporary architecture design, industrial design, andvisual design directly or indirectly, floorplans of architect John Hejduk’s works were taken as an example to discuss the application of Neural networkss in the design field.
keywords Neural Networks, Design Processes, Neo-Plasticism, Architectural Floorplans
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:51

_id ddss9836
id ddss9836
authors Lee, Jia-Her and Liu, Yu-Tung
year 1998
title Modelling Mondrians Design Processes and TheirArchitectural Associations Using Multilayer NeuralNetworks
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Can artificial intelligence be used for design behavior of human beings? Human designer’s behavior and design thinking are extremely complicated. There is still argument about the relationship between the two until now. Therefore, this research only investigates regular and common design behavior. This essay is taking Mondrian of Neo-Plasticism as an example and neural networks systems as a tool to illustrate the core idea. It is hoped that we can simulate the design thinking ability, such as memoryassociation and recognition of human designers. Computation of neural networks systems, as a result and the difference between human designers and computer, can be discussed too. Also, since the work of Neo-Plasticism Mondrian influences contemporary architecture design, industrial design, andvisual design directly or indirectly, floorplans of architect John Hejduk’s works were taken as an example to discuss the application of Neural networkss in the design field.
series DDSS
last changed 2003/08/07 16:36

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 4c8a
authors Ball, L.J., Maskill, L. and Ormerod, T.C.
year 1998
title Satisficing in engineering design: causes, consequences and implications for design support
source Automation in Construction 7 (2-3) (1998) pp. 213-227
summary We describe an approach to investigating design cognition which involved comparing prescriptive theories of good design practice with observations of actual design behaviour. The tenet of prescriptive theory which formed the focus of the research is the idea that designers should generate and evaluate multiple design alternatives in order to increase the chances of attaining better design solutions than might arise if they fixated upon an initial solution. Our study focused upon six professional electronic engineers attempting a novel integrated-circuit design problem. Verbal-protocol data revealed: (i) a failure to search for alternative solutions; (ii) a marked inclination to stick with early `satisficing' solution ideas even when these were showing deficiencies; and (iii) only superficial modelling and assessment of competing alternatives when such options were actually considered. We argue that while minimal solution search in design may sometimes be caused by motivational factors and working-memory limitations, its major determinant relates to inhibitory memory processes that arise subsequent to the recognition-based emergence of familiar design solutions. We conclude by exploring the implications of minimal solution search for design support, with particular reference to an agent-based indexing system which we are developing in order to facilitate the pursuit of design alternatives in engineering contexts.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddss9811
id ddss9811
authors Barbanente, A., Conte, E. and Monno, V.
year 1998
title Changing trends and approaches in human and computer modelling for social housing policies
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The paper discusses conceptual issues, goals and preliminary results of an on-going research which aims at building a Decision Support System for public housing environmental oriented maintenance and management in a city in Southern Italy, Bari. Traditional post-war Italian housing policies are compared with more recent approaches in the field, pointing out the change from quantitative, aggregated, more simple building problems and relatedapproaches to qualitative, differentiated, complex ones integrating social, economic and environmental dimensions with the aim of regenerating deteriorated residential areas. The paper claims for the need shift, both in the human and computer areas, from traditional quantitative models to new approaches able to manage also qualitative variables, temporal dynamics, emergencies, and intentionality, since they appear key aspects of the real world to be modelled. The housing estate of Bari and its needs of maintenance and management are examined, eliciting essential related knowledge using the interview technique. The clear orientation towards sustainable policies for urban regeneration, at a local, national, and Community level, is also considered. The innovative and collaborative nature of such policies and the attention to be paid to the social aspects ofthe problem require a complex DSS, integrating various kind of hypertexts, information systems and case-based fuzzy expert systems, whose main aims, functions, software and general organisation are outlined in the paper.
series DDSS
last changed 2003/11/21 15:16

_id 170f
authors Mora Padrón, Víctor Manuel
year 1999
title Integration and Application of Technologies CAD in a Regional Reality - Methodological and Formative Experience in Industrial Design and Products Development
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 295-297
summary The experience to present is begun and developed during the academic year 1998, together to the course of IV pupils level of the Industrial Design career in the Universidad del Bío-Bío, labor that I have continued assuming during the present year, with a new youths generation. We have accomplished our academic work taking as original of study and base, the industrial and economic situation of the VIII Region, context in the one which we outline and we commit our needs formative as well as methodological to the teaching of the discipline of the Industrial Design. Consequently, we have defined a high-priority factor among pupils and teachers to reach the objectives and activities program of the course, the one which envisages first of all a commitment of attitude and integrative reflection among our academic activity and the territorial human context in the one which we inhabit. In Chile the activity of the industrial designer, his knowledge and by so much his capacity of producing innovation, it has been something practically unknown in the industrial productive area. However, the current national development challenges and the search by widening our markets, they have created and established a conscience of the fact that the Chilean industrial product must have a modern and effective competitiveness if wants be made participates in segments of the international marketing. It is in this new vision where the design provides in decisive form to consider and add a commercial and cultural value in our products. To the university corresponds the role of transmitting the knowledge generated in his classrooms toward the society, for thus to promote a development in the widest sense of the word. Under this prism the small and median regional industry in their various areas, have not integrated in the national arrangement in what concerns to the design and development of new and integral products. The design and the innovation as motor concept for a competitiveness and permanency in new markets, it has not entered yet in the entrepreneurial culture. If we want to save this situation, it is necessary that the regional entrepreneur knows the importance of the Design with new models development and examples of application, through concrete cases and with demands, that serve of base to demonstrate that the alliance among Designer and Industry, opens new perspectives of growth upon offering innovation and value added factors as new competitiveness tools. Today the communication and the managing of the information is a strategic weapon, to the moment of making changes in a social dynamics, so much at local level as global. It is with this look that our efforts and objective are centered in forming to our pupils with an integration speech and direct application toward the industrial community of our region, using the communication and the technological information as a tool validates and effective to solve the receipt in the visualization of our projects, designs and solutions of products. As complement to the development of the proposed topic will be exhibited a series of projects accomplished by the pupils for some regional industries, in which the three dimensional modeling and the use of programs vectoriales demonstrate the efficiency of communication and comprehension of the proposals, its complexity and constructive possibilities.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ddss9844
id ddss9844
authors Osaragi, Toshihiro and Kurisaki, Naoko
year 1998
title A Model of Land use Conversion and Its Application
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary A quantitative model for analyzing the spatial distribution of land use utility is proposed. This model is based on the random bidding theory in which location behavior is decided according to the size of utility to be obtained. The utility function used here consists of the benefit and the cost in the process of land use transition. The benefit is described as the positive utility that can be obtained by doing the corresponding land use at the place. The cost is described as the negative utility that is necessary forchanging the land use from one state to the others. The most likelihood method is generally employed to estimate the parameters of this kind of models. However, we attempt to propose the other statistical method through the mathematical consideration. Using this model, it is possible to obtain the spatial distribution of land use utility that differs with the places and with the land use states. We can also evaluate the effects of a change of land-price or construction costs on our utility. Namely, our locationbehavior can be estimated numerically relating with the social or economic factors. As numerical examples, we apply the proposed model to the actual land use data and access the effectiveness of the model.
series DDSS
last changed 2003/08/07 16:36

_id 34
authors Regot, Joaquin and De Mesa, Andres
year 1998
title Modelado de Superficies Complejas. La Casa Mila de Antonio Gaudi (Modeling of Complex Surfaces. The House Mila of Antonio Gaudi)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 258-265
summary This paper explains the three-dimensional representation procedure of one fragment of Mil· house elevation designed by the architect Antoni GaudÌ. The generation process of an architectonic virtual model constituted by free form surfaces like this, represents a paradigm of high level difficulty in CAD modeling. The main objective of our research has been not only construct a model that shows the complex form of its architecture, but also verify the performance of the different tools supported by computer aided design programs in the management of surface modeling.We obtained an accurate information of the real surface elevation with a photogrammetric survey using contour lines. The transformation of this kind of data in a three-dimensional model was not immediately Thus, we have had study different ways to generate the three-dimensional model solution. The process began with the construction of different surface models supported by analytic functions, but the obtained surfaces made with this system were deficient and not too much satisfactory. That's why, we use a polyhedron mesh surface method in order to improve these results.in spite of this methodology reductive performance, (compared with analytic function systems), the obtained surface demonstrated that this technique was the best way to satisfy the requirement of a free form surface previously established as we want to construct. From this point the principal problem was generate a surface defined by two-dimensional data, (contour lines), applying an automatic process sufficiently fast to compete with the analytic function systems.To satisfy the demand was necessary make complementary software to improve the process and allow more fluidity to resolve this typology of surfaces. We achieved this phase thanks to Joan Miquel Quilez collaboration and the constant dedication in the elaboration of complementary software to computer aided design. Finally, the introduction of render systems with lights, shadows, textures and reflected images, allowed show the studied elevation area of Mil· house with more accuracy. Thus, the limits and contours of the finally surface were more evident and help us to known the properties of a non- materialized free form surface successfully.
series SIGRADI
email
last changed 2016/03/10 09:58

_id ddss9846
id ddss9846
authors Rigatti, Decio
year 1998
title Rubem Berta Housing Estate: Order and Structure, Designand Use
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The main goal of this paper is to investigate, through some space configurational based tools, a quite common phenomenon found in many different locations in Brazil, concerning the process of urban changes individually introduced by dwellers of public housing estates. A significant number of housing estates, particularly those designed according to rationalist concepts, seem to be unable to support space related social requirements and are then widely transformed when compared to the original layouts. Beyond the quantitative features, the morphological changes that take place in those housing estates mean a fundamental new approach to understand how completely new urban structures can arisefrom the space produced by a comprehensive urban design, took as a starting point for the transformations made by the dwellers of those settlements. As a case study is analysed the Rubem Berta Housing Estate which was built in Porto Alegre/RS, Brazil, for 20,000 people in the late 70’s. Since the begining of its occupation in 1986 and the invasion that took place in 1987, the urban transformations there have never stopped. It’s possible to realize that the dwellers individually use some constant physical rules to define the new settlement which are very similar within the estate itself and, at the same time, very similar to those found in other transformed housing estates of this sort. The physical rules introduced change the features of the entire settlement in two different levels: a) locally, through the transformations introduced in order to solve individual needs; b) globally, the local rules of physical transformations produce a new overall structure for the whole urban complex. The knowledge of this process makes it possible to bring to the surface of architectural theory some generic configurational codes that can be used as a tool for designing public housing estates in Brazil.
series DDSS
last changed 2003/08/07 16:36

_id d166
authors Shin, Yongjae and Han, Soon-Hung
year 1998
title Data enhancement for sharing of ship design models
source Computer-Aided Design, Vol. 30 (12) (1998) pp. 931-941
summary Within a shipyard, many designers each having their own design objective cooperate in a complex design situation where a variety of software tools run on differenthardware platforms. The exchange of design data models among these heterogeneous CAD systems is a difficult task because the systems involved have different datastructures optimized for their own functions. CAD geometric models are represented by different schemes such as 2D graphic entities, 3D wireframe, 3D surface model,and solid B-Rep/CSG model. A data exchange usually requires topological modifications of CAD data. This paper presents a strategy of CAD data enhancement for thepurpose of data exchange that includes topological changes of geometric models. As a practical example, a shipbuilding product model with shipbuilding features isimplemented according to the STEP methodology. Its geometric data is enhanced through a non-manifold modeler to a data set valuable to downstream applications suchas a FEM solver or a detail design system. The ACIS modeler that supports a non-manifold data structure is used for low-level geometric operations.
keywords CAD Data Exchange, STEP, Feature, Non-Manifold Model, Ship Structure
series journal paper
last changed 2003/05/15 21:33

_id 9188
authors Christiansson, P.
year 1998
title Knowledge Nodes
source I. Smith (ed) Artificial Intelligence in Structural Engineering, Springer, Berlin, pp. 197-213
summary Today most of the information we produce is stored digitally. We are slowly forced to leave behind us thinking about information as something stored in physical containers as books, drawings etc. We make it possible to dynamically create logical containers of information on the fly. The paper focuses on how we in the future can aggregate, classify and generalize digitally stored information in order to make it more accessible and how we can define underlying knowledge container models to support knowledge discovery and collaboration. Examples are picked from ongoing research and the outcomes are generally valid and in particular for the structural engineering field.
series other
last changed 2003/04/23 15:50

_id abed
authors Frazer, John Hamilton and Tang, Ming Xi
year 1998
title Development of an Integrated Design System
doi https://doi.org/10.52842/conf.caadria.1998.473
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 473-482
summary The School of Design in the Hong Kong Polytechnic University is developing advanced computer-based design systems by integrating Artificial Intelligence and evolutionary computing techniques with CAD/CAAD systems. Applications embrace architectural and environmental design as well as interior, industrial, fashion, graphic, and photographic design. The integration of the design systems developed in these domains provides a good basis for building a virtual design studio in collaboration with leading design research centres and institutions around the world. This virtual design studio is intended as a powerful computational environment for the integration of Asian cultural values with modern interdisciplinary design technologies.
keywords AI, Generative Techniques, Evolutionary Techniques, Virtual Studio
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id cad3
authors Gero, J.S.
year 1998
title Conceptual designing as a sequence of situated acts
source I. Smith (Ed.), Artificial Intelligence in Structural Engineering, Springer, Berlin, pp. 165-177
summary This paper introduces conceptual designing within an F-B-S framework. It then goes on to describe a number of models of designing before introducing the notions of situatedness and situated acts. The remainder of the paper describes the role of situatedness and situated acts in conceptual designing. It attempts to show that a number of otherwise difficult design phenomena are modelable using situatedness and situated acts. A demonstration example concludes the paper along with some of the research issues this view of designing brings with it.
keywords Conceptual Designing, Situatedness
series other
email
last changed 2003/04/06 09:01

_id b548
authors Rosenman, M.A. and Gero, J.S.
year 1998
title CAD modelling in multidisciplinary design domains
source I. Smith (Ed.), Artificial Intelligence in Structural Engineering, Springer, Berlin, pp.335-347
summary In a multidisciplinary design environment, such as the architecture, engineering and construction (AEC) domain, the various designers will have their own views, concepts and representations of design objects, making communication in a CAD environment a complex task. This paper demonstrates that by taking into consideration the concepts of function and purpose such multiple views and representations can be accomodated. The representation of the functional properties of design objects and their purpose is the underlying basis for the formation of different representations and the coordination of these representations. The paper puts forward definitions for function and purpose which allow for the representation of these properties of a design object and for interdisciplinary communication and integration in a CAD environment.
keywords Multiple Views, Representation
series other
email
last changed 2003/04/06 09:02

_id ga9804
id ga9804
authors Tang, Ming Xi
year 1998
title An Artificial Intelligence Approach to Industrial Design Support
source International Conference on Generative Art
summary The process of Industrial Design extends from market analysis, conceptualization, form generation to performance prediction, engineering analysis and user analysis etc. This requires a wide range of design knowledge and techniques from different disciplines. Computer-based support to industrial design is limited because the majority of the CAD systems deal with only geometric models and representations. The recent advancement in generative techniques utilizing evolutionary computation methods provides an opportunity for the study of more creative and systematic ways of supporting the industrial design process. However, one of the problems associated with the existing generative techniques is the difficulty in evaluating a large number of solutions generated by a generative system. This paper addresses this problem by presenting a system framework for industrial design support through an integrated application of Artificial Intelligence techniques.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 18
authors Castane, D., Leirado, E.R., Tessier, C. and Martinez.R.
year 1998
title El Docente y la Utilizacion de Sistemas Multimediales en Redes Telematicas Aplicados a la Ensenanza 3D en Diseno Arquitectonico (The Teacher and the use of Multimedia Systems in Telematicas Networks Applied to the Teaching of 3D in Architectonic Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 154-159
summary The remarkable advances in the technology of computer systems, including software, hardware, and networks, continuously give us new avenues to be utilized in education. The pedagogic strategy to be developed in the utilization of digital graphic systems applied to three-dimensional design in architecture (both in the design and virtual expression of objects or already designed architectural groups) is still changing with the times.Therefore, the Department, as an extension of its experience with this type of development and as a response to deal with special situations such as large numbers of students, develops this new proposal, which is currently being used. This project uses the implementation, structuring, and building of a virtual site as an informatics classroom, utilizing multimedia systems, to be used as a support for acquiring knowledge during the learning that takes place doing the coursework. This setting would allow for the feedback between the instructor and the student to be on-going, hence both groups being efficiently motivated through examples and opportunities of how to do the following: utilize appropriate technology, manipulate the right information, utilize the right kind of software programs and techniques, revamp the knowledge, and benefit from using the appropriate digital techniques for each specific case of architectural design and expression.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 07d8
authors Garza, J.M. de la and Howitt, I.
year 1998
title Wireless communication and computing at the construction jobsite
source Automation in Construction 7 (4) (1998) pp. 327-347
summary For many years, the walkie-talkie has been synonymous with the construction industry. During jobsite project execution, there are three variables which can either hinder or facilitate successful results, namely, quality, quantity, and timing of information. Wireless data communications technology is capable of delivering just-in-time information within the `last mile' between the trailer and a desired location on the jobsite. This paper reports on a study which surveyed information needs at the jobsite, emerging wireless data communications technology, and assessed the extent to which wireless data technology can fulfill the information needs of the jobsite [J.M. de la Garza, I. Howitt, Wireless communication and computing at the jobsite, Research Report 136-11, Construction Industry Institute, Austin, TX, 1997]. We have organized jobsite information needs into the following ten categories: (a) requests for information, (b) materials management, (c) equipment management, (d) cost management, (e) schedule and means and methods, (f) jobsite record keeping, (g) submittals, (h) safety, (i) QC/QA, and (k) future trends. Each category was analyzed in terms of its appropriateness to take advantage of wireless technology. The four formats considered to transmit information wirelessly were: (a) live voice, (b) live video, (c) batched data, and (d) live data. Current wireless communication technology has been classified into the following five classes: (a) circuit-switched wireless data systems, (b) packet-switched wireless data systems––this class was further subdivided into specialized mobile radio systems and cellular digital packet data systems, (c) wireless local area networks, (d) paging systems, and (e) satellite-based data communications. A primer for wireless communications covering both fundamental and advanced communications concepts has also been included to enable a better understanding of the issues involved in making trade-offs while configuring a wireless jobsite communication system. The example presented in this paper shows how a contractor can define a subset of information needs by choosing from those already articulated herein and determine if a given wireless technology should even be considered as a viable way of meeting the information needs that such company has.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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