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 554

_id 88c3
authors Koshak, Nabeel A. and Gross, Mark D.
year 1998
title 3D Modeling of Historic Makkah - Strategies for Constructing Accurate CAD Models of Historic Buildings
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. 103-112
doi https://doi.org/10.52842/conf.caadria.1998.103
summary In this paper, we outline the problem of historic preservation and the opportunities that rigorous CAD models provide to address it, describe the particular class of buildings in Makkah that we are concerned with, and discuss a modeling strategy that takes advantage of common elements, symmetry and repetition in the buildings' construction, and standard operations in current CAD programs. We briefly discuss tools for architectural heritage recording, construction of CAD models of historic buildings, and systematic analysis of built form. Finally, the paper shows how the method can streamline the construction of accurate CAD models.
keywords Electronic Design Media, Rapid Prototypes, Scene and Product Modeling, Models of Design, Precedence and Prototypes
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:51

_id ddss9832
id ddss9832
authors Keuren, A. and Sanders, F.M.
year 1998
title Integrated Land-Use and Network Modelling
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 In this paper, the integration of modelling the changes in land-use and the changes in the infrastructure network will be described. Emphasis is laid on the automatic development of the network instead of changing the network by hand before simulating the changes in the land-use pattern.The approach and working procedure were tested by developing a pilot model simulating the spatial situation on the Frisian island Ameland (The Netherlands). The pilot is developed within the geographical information system Arcinfo. In this pilot model, special attention is paid to the extension of the infrastructure network and the allocation of more than one activity. Network analysis for the purpose of network extension is based on graph theory. Selection of links is based on the increase of the total accessibility within the network system as a result of adding a link to the network. The allocation of activities is based on several selection criteria and takes place within a cellular grid. Several methods ofselecting cells and links and the choices made will be discussed.
series DDSS
last changed 2003/08/07 16:36

_id ga9812
id ga9812
authors Riley, Howard
year 1998
title The Genetic Code of Drawing: A systemic – functional approach to the semiotics of visual language
source International Conference on Generative Art
summary The many varied drawing conventions, invented by human cultures world-wide to depict experience of their world on a two-dimensional surface, all derive from the two fundamental processes of selection and combination of marks and surfaces. Here is the DNA of drawing – a dialectically entwined pair from which spirals the luxuriant diversity of human visual representation. Recent work by visual semioticians Michael O’Toole, Gunther Kress and Theo van Leeuwen has extended earlier insights of the linguist Michael Halliday to arrive at a powerful means of analysing painting, sculpture, architecture and graphics. Such analysis is known as systemic-functional semiotics because it identifies from within a visual grammar and vocabulary the systems of choices which enable the social functions of all human communication to be articulated. Those functions are: 1. to represent aspects of our physical and emotional experiences of the world. 2. to afford both artist and viewer the means for expressing or adopting personal attitudes and moods towards those experiences. An interpersonal function. Of course, a third function is required to make the previous two visible: 3. the functon of composition in material form. This kind of semiotics recognise that ideological constraints within a society can determine the choices of visual elements and the rules of their combination; it also recognises, dialectically, that the visual work thus produced may in turn affect the society’s ideological constructs. The paper breaks new ground by extending the concept of social semiotics into the field of Drawing. It goes on to explain an ecological approach to understanding visual perception, and attempts to synthesise aspects of this perception theory and semiotic theory. The resulting synthesis becomes a way of mapping the varieties of drawing which are generated from what may be termed the ?genetic code? of drawing. But this new theoretical model proposed here not only allows us to make contextual sense of existing drawing; it also provides a means of generating new ways of drawing.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 39
authors Serrentino, Roberto and Borsetti, Ricardo
year 1998
title Los Teselados Periodicos de M. C. Escher (The Periodic Teselates of M.C. Escher)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 292-299
summary A modular designing strategy is proposed employing the periodic tessellations used by Dutch artist M.C. Escher as source of inspiration. It consists in modifying a bidimensional shape to fit geometrically programmatic requirements of an architectural project operating as an insertion support of 3D forms. The procedures followed by the artist are analysed, specially those using figures that tessellate the plane periodically, applying different symmetry rules. Once the rules to generate shapes of tiles are known, we work within area and perimeter to satisfy modularity requirements and to convert the tiling as a geometric precise support for the insertion of architectural objects that follow predetermined dimensional patterns. An example of grouping repeatable habitation units is presented.
series SIGRADI
email
last changed 2016/03/10 10:00

_id de77
authors Ahmad Rafi, M.E.
year 1998
title Computer animation for architectural visualisation
source University of Strathclyde
summary This thesis critically reviews the state of architectural animation, and relates this specific field to the more general motion-based representations, particularly traditional film-making techniques. It identifies key elements from traditional filmmaking and shows how these elements can improve computer-based architectural animation. The process of identification of the key elements from traditional film-making starts with a critical survey of the use of motion-based representation in local architectural practices and an empirical analysis of several architectural-based documentary films and past and present computer animations. All of the key ideas are illustrated on video by comparing real shooting clips to digital sequences focusing on production and post-production works. Some of these were implemented in two live projects ( Ministry of Finance, Malaysia and Damansara Parade ) for architects to understand the real problems and potentials in each process. These sets of illustrations expand the architect ideas to make full use of the motion-based process to improve the skill of combining architectural information in a good animation. The overall production process becomes more efficient when the motion-based footage is edited using a non-linear editing platform as it enhances the professional appearance as well as vastly saving most of the production time. The thesis concludes with specific recommendations relative to the stage at which the animation is produced. This technology can be best utilised with the right skills (a gained from film-making) and an understanding of each stage that requires a different level of input and gives a certain impact to the viewers.
series thesis:PhD
email
last changed 2003/11/21 15:15

_id 0f09
authors Ando, H., Kubota, A. and Kiriyama, T.
year 1998
title Study on the collaborative design process over the internet: A case study on VRML 2.0 specification design
source Design Studies 19, pp. 289-308
summary In this paper, we analyze the process of VRML 2.0 (Virtual Reality Modeling Language, Version 2.0) specification design for the deeper understanding of Internet-based collaboration. The VRML design process has the characteristics of being open to the public, geographically distributed, long-term, large-scale, and diverse. First, we examine the overall features of the design process by analyzing the VRML mailing list archive statistically. Secondly, we extract prototyping vocabulary (operational patterns) from the document change log. Thirdly, we analyze the process of proposing and agreeing with the PROTO node in detail. The results of analysis provide us with a guidance for facilitating innovation in the Internet-based collaboration.
series journal paper
last changed 2003/11/21 15:15

_id ddss9803
id ddss9803
authors Arentze, T., Borgers, A. and Timmermans, H.
year 1998
title Extending spatial DSS with spatial choice models of multipurpose shopping trip behaviour
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 Spatial choice or interaction models have been widely used in spatial DSS or customised GIS for analysing the impacts of retail location plans. The models typically used, however, do not account for spatial agglomeration effects on spatial choice behaviour. This study develops a model system for analysing the impacts of retail plans based on a choice model of multipurpose behaviour developed in earlier work. The model system is implemented in the spatial DSS called Location Planner. An empirical study demonstrates the empirical estimation and use of the model for analysing the impacts of an expansion of floor space in the major shopping centre of a middle-sized city in The Netherlands. The results indicate that agglomeration effects as predicted by the model can have substantial impacts on the performance of retail systems. Therefore, it is argued that when incorporated in a spatial DSS, the more complex models have the potential to improve the use of these systems for impact analysis.
series DDSS
last changed 2003/11/21 15:16

_id 215e
authors Bai, Rui-Yuan and Liu, Yu-Tung
year 1998
title Towards a Computerized Procedure for Visual Impact Analysis and Assessment - The Hsinchu Example
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. 67-76
doi https://doi.org/10.52842/conf.caadria.1998.067
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments was conducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
keywords Environmental Simulation, Visual Impact Analysis and Assessment, Virtual Reality
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id 56
authors Barron, Alicia and Chiarelli, Julia
year 1998
title Proyecto Para la Red de un Estudio de Arquitectura (Project for the Network of a Studio of Architecture)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 418-425
summary A consequence of the globalization on information processes in the way in which new technologies influence on design and production processes. There is no doubt that there is an increasingly and a big change in the areas of architecture design concerning to the operational and working methodology on graphic and alphanumeric information. Now a day it is not a far away Utopia, but a soon to come reality that architects interact in a virtual manner with their individual or institutional clients in their own country, as well as in foreign countries. Keeping these considerations in mind, we elaborated this Paper in order to present one of the existing criteria for the organization of graphic information jointly with its spatial relationship. The work presented herewith shows the development of an informatic net for an ideal mega-studio which in its professional and entrepreneurial profile covers tasks such as design, construction, graphic design and representation of foreign concerns. In the net design and in the selection of equipment for computing design area are covered all the variables at every instance.
series SIGRADI
email
last changed 2016/03/10 09:47

_id e651
authors Batty, M., Dodge, M., Doyle, S. and Smith, A.
year 1998
title Modelling virtual urban environments
source Centre for Advanced Spatial Analysis, University College London. Working Paper Series (Paper 1)
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
last changed 2001/06/04 20:27

_id b335
authors Bayle, E., Bellamy, R., Casaday, G., Erickson, T., Fincher, S., Grinter, B., Gross, B., Lehder, D., Marmolin, H., Moore, B., Potts, C., Skousen, G. and Thomas, T.
year 1998
title Putting It All Together: Towards a Pattern Language for Interaction Design Reports
source ACM SIGCHI Bulletin 1998 v.30 n.1 pp.17-23
summary Pattern languages are representations that have been used in architecture and urban design for about twenty years. They focus on the interaction between physical form and social behavior, and express design solutions in an understandable and generalizable form. But pattern languages are not simply set of patterns intended to be universally applied; instead, they are actually meta-languages which, when used in a particular situations, generate situated design languages. This report describes a CHI 97 workshop which explored the utility of pattern languages for interaction design. We discuss the workshop's rationale, the structure and process of the workshop, and some of the workshop's results. In particular, we describe some patterns developed as part of the workshop, and our consequent reflections on the use of patterns and pattern languages as lingua franca for interaction design. This report concludes with a bibliography on pattern languages and related matters that spans architecture, software design, and organizational design.
series other
last changed 2002/07/07 16:01

_id a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wieża Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_id 487c
authors Blazquez, Oscar and Hardin, Mary
year 1998
title Balancing Computer Use and Design Content in Studio Projects
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. 36-43
doi https://doi.org/10.52842/conf.acadia.1998.036
summary Particular design approaches must be taught in order to take advantage of the strengths of computers in design rather than attempting to make computers conform to methods developed as by-products of manual design techniques. For the last three years our team of faculty teaching the second year design studio has been trying different approaches to the use of computers in design, in order to find the advantages and opportunities especially suited to electronic media. There are several projects during the semester which use computers at different stages of the design process. One of these projects, called “A Spatial Sequence,” uses information from a previous project as well as the knowledge from the computer class in parallel to design studio. The project asked students to create spatial archetypes based on the work of well-known architects. They explore the following topics as represented in the work of one particular architect: relationships of major spaces/minor spaces, approach/entry, and transition/threshold. Following the analysis, they create digital models to explore the spaces formed by their archetypes. Before committing to a physical study model, they look at the transitions between spaces by creating a sequence using the digital model and producing a series of shots through the digital model to show the flow of spaces. The use of computer through the process accelerates the options available to explore a sequence of elements, while simultaneously giving them a window to look into the spaces they have created. This hybridized approach of precedent analysis, digital modeling, and physical modeling was uniquely suited to the studio problem.

series ACADIA
email
last changed 2022/06/07 07:52

_id 2796
authors Brown, Andy and Lee, Hwa, Ryong
year 1998
title A Mental Space Model
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 27-42
summary The architectural design process is often characterised a series of evolving ideas, and involving a cyclical process between design and visualisation. However, the nature of the internal representation still remains unclear. What is actually represented in a designers mental space and what drives and influences the mental design process? If we wish to programme a computer to mimic or work in tandem with the mental processes involved we need to make that representation and the associated cognitive processes explicit. The ways that designers form mental representations are so diverse, personal, and often transient that it is not easy to externalise and articulate them in explicit terms. In order to propose a mental model, we can take in a particular I psychological research approach; that of introspective observation from design drawing . In doing so, we posit an assumption that the designer's drawing can be seen as an extension of the internal mental feature, and hence internal representation could be inferred from the analysis of external representation - the drawing or sketch. This approach contrasts with the protocol analysis approach where mental operations are inferred from words, what could be termed thinking aloud.
series plCAD
email
last changed 2003/05/17 10:01

_id ddss9810
id ddss9810
authors Celebi, Gulser
year 1998
title Development of a Building System
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 universal principle of architecture can be defined as follows: “The architectural product is the synthesis of the different man-made physical environments that are formed by locating the series of building components in different ways”. Within this context; it is necessary to determine the principle of building assembly and the assembly of ‘material components’ in order to produce the building. The material components are the elements of sub systems (such as; structural, envelope, services, partitions, circulation, and finishing systems) which form the building system of an architectural product. Every building is an integrated product. Integration defines the relations of sub systems with the whole. Therefore, it is necessary to define the sub systems and their relations in realizing the architectural product. This paper presents the analysis principles of the sub-systems, relationship between the analyzed systems and components, integration principles and possibilities of them, and the future conditions.
series DDSS
last changed 2003/08/07 16:36

_id 032b
authors Cicognani, Anna
year 1998
title A linguistic characterisation of design in text-based virtual worlds
source University of Sydney
summary In this research, it is suggested that design in text-based virtual worlds can be identified as a series of interactions between users and the virtual environment, and that these interactions for design can be approached using a linguistic perspective. The main assumption of this research is that a parallel can be drawn between the performance of design commands, and the one of speech acts in the physical world. Design in text-based virtual environments can then be articulated using a restricted set of speech acts, as design commands. Virtual worlds, represented as spaces, can be constructed following an architectural design metaphor. This metaphor provides a framework for the organisation of virtual entity relationships, and for the choice of words used to design. A linguistic characterisation is presented, by means of design activities, prototypes and scenarios, which derive from the architectural design metaphor. The characterisation of design is then validated by the analysis of an existing text-based virtual world.
keywords Virtual Reality; Human-Computer Interaction; Computer-Aided Design; Programming Languages (Electronic Computers); Semantics; Programming Languages (Electronic Computers); Design
series thesis:PhD
email
last changed 2003/02/12 22:37

_id a96f
id a96f
authors Clayton, M., Johnson, R., Song, Y and Al-Qawasmi, J.
year 1998
title Delivering Facility Documentation using Intranet Technology
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. 240-253
doi https://doi.org/10.52842/conf.acadia.1998.240
summary Intranet technologies present new opportunities for delivering facility documentation for use in facility management. After the design stage, building documentation is reused to support construction and then facility operation. However, a common perception is that construction documents and as-built drawings are less than optimal for reuse to support operations. We have conducted a study of facility management processes and the information content of facility documentation in the context of information technologies that are emerging into the marketplace. The study provides guidance for facility managers who are implementing and fielding new information technology systems. A better understanding of information needs during operations may also help designers to better structure their own documents for reuse. An analysis of documents that are used throughout the life cycle of facilities has led us to a characterization of operations documents that are distinct from design drawings, record drawings or as-built drawings. From an analysis of facility management processes, we have identified different roles for facility documentation in those processes. Facility documentation may be used as a resource, as input, or as output. Furthermore, from interviews of facility management personnel, we identified facility information that was rated high in importance and low in satisfaction that might be targeted when implementing a facility information system. We prepared software demonstrations that show how the information may be extracted from drawings, entered into databases and then retrieved via Web and CAD interfaces. We suggest that operations documents consist of a variety of information types and require several kinds of information tools, including databases, CAD drawings and hypertext. Intranet technologies, databases and CAD software can be integrated to achieve facility management systems that address shortcomings in current facility management operations. In particular, intranet technologies provide improved accessibility to information for facility management customers and occasional users of the systems. Our study has produced recommendations based upon utility and ease-of-implementation for delivery of information from the design team to the owner, and among personnel during operation of the facility.

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

_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 ddss9813
id ddss9813
authors Cordan, Ozge and Besgen, Asu
year 1998
title No Times But Principles, A Case Study From Priene, Anatolia
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 To emphasise the reusing of the local identities and cultural effects on contemporary designs, this paper is believed to have an important role for architects and for further designs. In this paper design theories in 1000's BC from Priene is held. The theories in urban and architectural design took place. From the intersection point of Ancient Greek and Western Anatolia, a city named "Priene" is chosen as a point of view because of its speciallocation on the Aegean Sea Coasts; Asia Minor and its design principles on urban and housing scale which were used during 1000's and are still common. Also, in this paper, an analysis is done on urban and housing scale. The analysis has two main parts. In the first part, the important buildings in Priene and their settlement decisions take part. And in the second part, the houses of Priene are explained. The general outputs of the study can be put under two titles: urbanism and architecture. In terms of urbanism, those features of a city image reflecting onto today’s world have been examined and the city of Priene has been analysed in the content of Lynch’s elements ensuring formation of a city image. In terms of architecture, results obtained have been separately examined in the content of today’s architecture as public buildings reflecting unique characteristics of Hellenistic architecture and as settlements. In short, the result that it is wished to reach in terms of city scale of the city of Priene in this study isthe expression of the essence of the historical heritage using a modern language to ensure historical continuity.
series DDSS
last changed 2003/08/07 16:36

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