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 543

_id fc80
authors Ubbelohde, S. and Humann, C.
year 1998
title Comparative Evaluation of Four Daylighting Software Programs
source 1998 ACEEE Summer Study on Energy Efficiency in Buildings Proceedings. American Council for an Energy-Efficient Economy
summary By the mid-1980's, a number of software packages were under development to predict daylighting performance in buildings, in particular illumination levels in daylighted spaces. An evaluation in 1988 by Ubbelohde et al. demonstrated that none of the software then available was capable of predicting the simplest of real daylighting designs. In the last ten years computer capabilities have evolved rapidly and we have four major packages widely available in the United States. This paper presents a comparative evaluation from the perspective of building and daylighting design practice. A contemporary building completed in 1993 was used as a base case for evaluation. We present the results from field measurements, software predictions and physical modeling as a basis for discussing the capabilities of the software packages in architectural design practice. We found the current software packages far more powerful and nuanced in their ability to predict daylight than previously. Some can accurately predict quantitative daylight performance under varying sky conditions and produce handsome and accurate visualizations of the space. The programs differ significantly, however, in their ease of use, modeling basis and the emphasis between quantitative predictions and visualization in the output.
series other
last changed 2003/04/23 15:50

_id ddss9823
id ddss9823
authors Groot, E.H. de and Pernot, C.E.E.
year 1998
title Energy Impact Knowledge-based System project:Outcomes of the Netherlands Workshops
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 Overcoming barriers in the current building process that hinder the realisation of optimal energy efficiency in buildings is the aim of the Energy Impact Knowledge-based System [EIKS] project. During this project, a demo-version of a knowledge based assistive information and decision supportsystem was developed, considering the design and evaluation of integrated daylight and artificial lighting systems for office rooms. Twenty workshops with building experts were carried out in four European countries. The first set of sixteen workshops delivered the specifications of the system.During the second set of four workshops, this prototype was shown to some of the building experts who had attended one of the workshops of the first series. The outcomes of the first series EIKS workshops were very general and not really specifying the EIKS-prototype as expected. However, from the generally enthusiastic response of participants during the second workshop series it can be concluded that the prototype is a good basis for further development.
series DDSS
last changed 2003/08/07 16:36

_id 57
authors Chernobilsky, Lilia B. and Arturo F. Montagu
year 1998
title Desarrollo de un Sistema de Informacion de Infraestructura Edilicia (Development of an Information system of Municipal Infrastructure)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 426-431
summary The Information System of Building Components -ISBC, consists of a set of activities to control the graphic data operation procedures of building plans and its storage in a data base. The system is specially prepared to be used by architects, engineers and cad operators who are dealing with a continuous flow of design problems, regarding the permanent adaptation and modification of office's layout in a great amount of buildings around the country. These constant changes bring out several types of architectural design problems that should be taken into consideration by the proposed system, particularly the reallocation of office furniture and the modification of building components. Therefore, the principal goal of the system is based on the inquiry and permanently updating of the data base composed by: furniture, technical equipment (computers and telecommunications networks), lights, air-conditioning, sanitary equipments and any other equipment that can be inventoried. The generation and operation of great amount of graphics and alphanumerical information bring out severe data inconsistency problems, particularly when graphic data is envolved. The task of "feeding" and modifying a data base produces errors that aren't easy to solve, even when specific consistency procedures are used. The ISBC provides the computer routines for the initial task of building up the required data base of each building, allowing to use an interactive algorithm among the digitized plans of each office and the data base of the enquiry system. An additional operation included in the system allows to compute the area of each section of the building in order to calculate several types of working spaces regarding ergonomical and functional performance specifications established by law regulations.
series SIGRADI
email
last changed 2016/03/10 09:48

_id ddss9861
id ddss9861
authors Leusen, M. van and Mitossi, V.
year 1998
title A practical experiment in representation and analysis of buildings
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 TYPOLOGY project was set up by the Dutch Government Building Agency (GBA) to explore computerised representations of buildings that allow analysis of various aspects of their performance. So far this project produced the RF-model, an abstract computerised representation.Physical elements of the building are not represented as such, only individual spaces and boundary segments along which they are adjacent are represented explicitly. Spaces can have any number of functional properties such as the general category of floor area they are included in, the activities they accommodate, or the particular safety compartment or circulation system they belong to. Similarly, boundary segments may, for example, provide access or view, may be included in a particularcategory, such as interior walls, or in a safety or security barrier.The RF-model enabled the presentation and quantitative analysis of design proposals for large and complex buildings such as courts of justice and prison buildings. The model is also used in a multiaspect analysis of a series of recently erected Dutch prison buildings. We expect that these first results will develop into a rich and professional precedent-based system, to be used in the early stages of design. The strategic goal of the project is to derive from the accumulated models and their analysis a more general understanding of the relations between a building’s actual characteristics and various aspects of its performance.
series DDSS
last changed 2003/08/07 16:36

_id 59
authors Ozel, Filiz
year 1998
title Geometric Modeling intThe Simulation of Fire - Smoke Spread in Buildings
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 438-445
summary Since the performance simulation of buildings, such as fire/smoke spread, energy loss/gain, acoustics, etc. greatly rely on building geometry, the way the physical environment is modeled can substantially effect the reliability of the predictions made by such simulations. Most computer models that simulate fire and smoke spread in buildings limit the computer representation of the building to simpler geometries and define rooms as rectangular spaces or as spaces with uniform crossections. Such a definition does not account for the variety of building elements that can exist in a building such as large overhangs, half height walls, etc. Existing simulations are typically developed as mathematical models and use the principles of thermodynamics to represent the spread of the elements of fire through space over a given time period. For example, in zone models each room is defined as a two tier space with heat and smoke exchange between lower and upper tiers as the fire progresses. On the other hand, field models divide the space into small contiguous units where thermodynamic state of each unit is calculated as the simulated fire progresses. Dynamic processes such as fire and smoke spread must recognize both intangible (i.e. voids) and tangible (i.e. solids such as walls, balconies, ceiling, etc.) architectural entities. This paper explores the potential of solid modeling techniques in generating geometric definitions for both solid and void architectural entities that can interact With mathematical models of fire/smoke spread in buildings. The implications of cellular spatial partitioning techniques for zone or field models of fire/smoke spread are investigated, and the methods of creating cellular decomposftion models for architectural spaces as well as for spatial boundaries such as walls are explored. The size of each cellular partition, i.e. the resolution of the partition, and the material and heat transfer attributes of each cell were found to be very critical in modeling the spread fire through voids as well as through solids in a building.
series SIGRADI
email
last changed 2016/03/10 09:57

_id ddss9856
id ddss9856
authors Suter, Georg and Mahdavi, Ardeshir
year 1998
title Generation and communication of design information:a building performance simulation perspective
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 There is general agreement that the process of design and construction of buildings typically involves multiple players. This has been the impetus to develop concepts for computational environments that would supportcollaborative design. While there has been considerable progress with regard to hardware and electronic communication, the underlying representations of design ideas and artifacts have not kept pace with thisprogress. In this paper we deal with this problem not from a global conceptual perspective, but rather from the specific point of view of those designers who use design representation toward extraction and manipulation of specialized technical information. For example, engineers in various fields of building technology require a rich representation of building information in terms of geometry (with special focus on topology), materials, systems attributes, etc. We argue that the current building analysis tools do not operate on the basis of such rich informational representations. Instead the needed information is often assembled on an ad hoc basis from various non-integrated informational sources. We review three representations as they are implemented in commercial or research systems and explore their potential for communicating design information to computational building analysis tools. Based on this review, we describe desirable characteristics of more sophisticated building representations.
series DDSS
last changed 2003/08/07 16:36

_id 1a50
authors Huang, Hsu-Jen
year 1998
title The objective world of CAD visualisation, animation, daylight and sound : the world of reality?
source University of Glasgow
series thesis:PhD
last changed 2003/02/12 22:37

_id ddss9802
id ddss9802
authors Akin, O., Aygen, Z., Cumming, M., Donia, M., Sen, R. and Zhang, Y.
year 1998
title Computational Specification of Building Requirements in theEarly Stages of Design
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 We have been exploring computational techniques to help building designers to specify design requirements during the early stages of design. In the past, little has been accomplished in this area either in terms of innovative computational technologies or the improvement of design performance.The prospect of improving design productivity and creating a seamless process between requirements specification and formal design are our primary motivations. This research has been conducted as partof a larger project entitled SEED (Software Environment to Support Early Phases in Building Design). SEED features an open-ended modular architecture, where each module provides support for a design activity that takes place in early design stages. Each module is supported by a database to store and retrieve information, as well as a user interface to support the interaction with designers. The module described in this paper, SEED-Pro (the architectural programming module of SEED), is a workingprototype for building design requirements specification. It can be used by other modules in SEED or by design systems in other domains, such as mechanical engineering, civil engineering, industrial designand electrical engineering. Our approach to SEED-Pro is divided into two phases: core, and support functionalities. The core functionalities operate in an interactive mode relying on a case-based approach to retrieve and adapt complex specification records to the problem at hand. The supportfunctionalities include the case-base, the data-base, and the standards processing environment for building specification tasks. Our findings indicate that SEED-Pro: (1) is a tool that structures the unstructured domain of design requirements; (2) enables the integration of design requirements with the rest of the design process, (3) leads to the creation of complex case-bases and (4) enables the observation of their performance in the context of real world design problems.
series DDSS
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 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 ec50
authors Bullock, D. and Heymsfield, E.
year 1998
title Innovative application of directional boring procedures for replacing failed inductive loop detectors
source Automation in Construction 8 (2) (1998) pp. 143-148
summary Actuated traffic signal controllers typically depend on inductive loop detectors to determine demand for a particular signal phase. The basic philosophy of these controllers is to only provide a green indication to a particular lane group when there is a vehicle waiting. If an inductive loop detector fails, it must be put in recall mode so that the lane group with the corresponding failed detector is serviced every cycle. When actuated controllers operate in this mode, the performance of the signalized intersection degenerates. Since the vast majority of actuated intersections operate with inductive loop detectors it is useful to have maintenance procedures that can be used to replace loop detectors that have failed due to pavement distress. This paper describes a procedure that has been developed using directional boring equipment to install a micro loop below the surface of the pavement where it is not subject to pavement distress. The authors believe this procedure will provide a cost effective method of restoring actuated control on approaches or lanes groups where the pavement condition makes it unfeasible to install or re-install a traditional saw cut loop detector.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 07c5
authors Burry, Mark
year 1998
title Handcraft and Machine Metaphysics
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 41-50
doi https://doi.org/10.52842/conf.ecaade.1998.041
summary As the cost of 3D digitisers drops and PC price performance rises, opportunities for hand - computer co-operation improve. Architectural form may now be experimentally moulded or carved using manual techniques in close association with the computer. At any stage the model can be mechanically digitised and translated to a computer database for explorations that go beyond simple physical manipulation. In the virtual environment, the resulting forms can be rationalised using an ordering geometry or further de-rationalised. This potential for debasing intuitive, sensually haptic and responsive handwork through its translation into numerically cogent formulations is risky business. But it may also bring new and unlikely rewards. This paper considers the implications and aesthetics of negotiations between handcraft and consecutive or synchronous computer digitalisation of intentions. Two situations will be discussed and compared. The first is the nature of computer modelling and its representation per se, and the second is the relevance of using handcraft as a sponsor for computer-based manipulation and morphological experimenting.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:54

_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 38af
authors Demirkan, H.
year 1998
title Integration of reasoning systems in architectural modeling activities
source Automation in Construction 7 (2-3) (1998) pp. 229-236
summary In the first phase of a design process, the designer understands the problem and assimilates it to a conceptual framework that is already known to him. Due to the nature of design problems, the reasoning methods and techniques for modeling are not uniform and clear. An integrated reasoning system is proposed for modeling the architectural processes. Such a system may help designers to make decisions based on past experiences as well as domain theory. The performance of the integration approach is compared with the pure case-based and rule-based reasoning systems to study the efficiency and effectiveness in the same domains. The study tried to identify the reasoning systems used by designers pertaining to the interior design applications.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ga9811
id ga9811
authors Feuerstein, Penny L.
year 1998
title Collage, Technology, and Creative Process
source International Conference on Generative Art
summary Since the turn of the twentieth century artists have been using collage to suggest new realities and changing concepts of time. Appropriation and simulation can be found in the earliest recycled scraps in Cubist collages. Picasso and Braque liberated the art world with cubism, which integrated all planes and surfaces of the artists' subjects and combined them into a new, radical form. The computer is a natural extension of their work on collage. The identifying characteristics of the computer are integration, simultaneity and evolution which are inherent in collage. Further, the computer is about "converting information". There is something very facinating about scanning an object into the computer, creating a texture brush and drawing with the object's texture. It is as if the computer not only integrates information but different levels of awareness as well. In the act of converting the object from atoms to bits the object is portrayed at the same conscious level as the spiritual act of drawing. The speed and malleability of transforming an image on the computer can be compared to the speed and malleability of thought processes of the mind. David Salle said, "one of the impulses in new art is the desire to be a mutant, whether it involves artificial intelligence, gender or robotic parts. It is about the desire to get outside the self and the desire to trandscend one's place." I use the computer to transcend, to work in different levels of awareness at the same time - the spiritual and the physical. In the creative process of working with computer, many new images are generated from previous ones. An image can be processed in unlimited ways without degradation of information. There is no concept of original and copy. The computer alters the image and changes it back to its original in seconds. Each image is not a fixed object in time, but the result of dynamic aspects which are acquired from previous works and each new moment. In this way, using the computer to assist the mind in the creative processes of making art mirrors the changing concepts of time, space, and reality that have evolved as the twentieth century has progressed. Nineteenth-century concepts of the monolithic truth have been replaced with dualism and pluralism. In other words, the objective world independent of the observer, that assumes the mind is separate from the body, has been replaced with the mind and body as inseparable, connected to the objective world through our perception and awareness. Marshall Mcluhan said, "All media as extensions of ourselves serve to provide new transforming vision and awareness." The computer can bring such complexities and at the same time be very calming because it can be ultrafocused, promoting a higher level of awareness where life can be experienced more vividly. Nicholas Negroponte pointed out that "we are passing into a post information age, often having an audience of just one." By using the computer to juxtapose disparate elements, I create an impossible coherence, a hodgepodge of imagery not wholly illusory. Interestingly, what separates the elements also joins them. Clement Greenberg states that "the collage medium has played a pivotal role in twentieth century painting and sculpture"(1) Perspective, developed by the renaissance archetect Alberti, echoed the optically perceived world as reality was replaced with Cubism. Cubism brought about the destruction of the illusionist means and effects that had characterized Western painting since the fifteenth century.(2) Clement Greenberg describes the way in which physical and spiritual realities are combined in cubist collages. "By pasting a piece of newspaper lettering to the canvas one called attention to the physical reality of the work of art and made that reality the same as the art."(3) Before I discuss some of the concepts that relate collage to working with computer, I would like to define some of the theories behind them. The French word collage means pasting, or gluing. Today the concept may include all forms of composite art and processes of photomontage and assemblage. In the Foreword on Katherine Hoffman's book on Collage Kim Levin writes: "This technique - which takes bits and pieces out of context to patch them into new contexts keeps changeng, adapting to various styles and concerns. And it's perfectly apt that interpretations of collage have varied according to the intellectual inquiries of the time. From our vantage point near the end of the century we can now begin to see that collage has all along carried postmodern genes."(4) Computer, on the other hand is not another medium. It is a visual tool that may be used in the creative process. Patrick D. Prince's views are," Computer art is not concrete. There is no artifact in digital art. The images exist in the computer's memory and can be viewed on a monitor: they are pure visual information."(5) In this way it relates more to conceptual art such as performance art. Timothy Binkley explains that,"I believe we will find the concept of the computer as a medium to be more misleading than useful. Computer art will be better understood and more readily accepted by a skeptical artworld if we acknowledge how different it is from traditional tools. The computer is an extension of the mind, not of the hand or eye,and ,unlike cinema or photography, it does not simply add a new medium to the artist's repertoire, based on a new technology.(6) Conceptual art marked a watershed between the progress of modern art and the pluralism of postmodernism(7) " Once the art is comes out of the computer, it can take a variety of forms or be used with many different media. The artist does not have to write his/her own program to be creative with the computer. The work may have the thumbprint of a specific program, but the creative possibilities are up to the artist. Computer artist John Pearson feels that,"One cannot overlook the fact that no matter how technically interesting the artwork is it has to withstand analysis. Only the creative imagination of the artist, cultivated from a solid conceptual base and tempered by a sophisticsated visual sensitivity, can develop and resolve the problems of art."(8) The artist has to be even more focused and selective by using the computer in the creative process because of the multitude of options it creates and its generative qualities.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ddss9822
id ddss9822
authors Gribnau, M.W., Verstijnen, I.M. and Hennessey, J.M.
year 1998
title Three Dimensional Object Orientation Using the Non-Dominant Hand
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 presents the “Turntable”, a 3D input device for orienting objects using the non-dominant hand. The device supports two-handed manipulation by allowing the non-dominant hand to orient an object while leaving the dominant hand free to perform other actions. Two-handed input is a technique that can enhance the performance, simplicity and intuitiveness of CAD systems. These properties are obligatory for CAD systems dedicated to support the conceptual phase of the design process. Anexperiment has been conducted in which the performance of the Turntable was compared to that of a well known 3D orientation method, known in literature as the “virtual sphere”. The virtual sphere is operated with the mouse using the dominant hand and is documented to be easy to use and efficient. The experiment establishes that a performance gain can be expected from a two-handed user interface that employs the Turntable for 3D object orientation with the non-dominant hand. In a single-handedinterface users must switch between rotating and manipulating an object. In a two-handed interface however, task switching is unnecessary and an additional performance benefit can be achieved when there is temporal overlap in the execution of the two tasks. Experimental results show that the Turntable, operated by the non-dominant hand, is easy to learn and its performance and accuracy are nearly equal to that of the virtual sphere operated by the dominant hand. With these results it can now be expected that a two-handed interface utilizing the Turntable performs better than a single-handed one for manipulating objects in 3D.
series DDSS
last changed 2003/08/07 16:36

_id e5d3
authors Hanna, R.
year 1998
title Can IT bridge the Gulf between Science and Architecture?
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 78-86
doi https://doi.org/10.52842/conf.ecaade.1998.078
summary The integration of technology into design work has always been seen as one of the serious problems in design education. In architecture the weak integration between architectural science, a subject based on objective knowledge, and artistic design which is based on tacit knowledge and creativity is a problem that has been debated to great length, and an issue of great importance to both academics and professionals. This paper raises the question: can a proper use of IT, both as a design tool and/or as a performance analysis tool, foster better integration and strengthen design quality? This paper investigates the relationship between Science, Design and Computer Aided Design. It aims to both highlight the problems facing the integration between architectural science and design, and describe a framework within which they can be analysed. The paper critically examines the following: a) The perceived gulf between science and design b) The parallels between hypothesis in design and hypothesis in science c) The basis of architectural design: intuition or research? d) Architectural Science and Computer Aided Design (CAD) and the role they can play into bringing about a marriage between science and design.The paper concludes by developing a conceptual framework that can be used as a vehicle to build a CAD system for use during the design process.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/01hanna/index.htm
last changed 2022/06/07 07:50

_id ddss9825
id ddss9825
authors Hartog, J. P. den, Koutamanis, A. and Luscuere, P. G.
year 1998
title Simulation and evaluation of environmental aspects throughout the designprocess
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 evaluation of environmental aspects in architectural design has traditionally been performed by means of simple (and often simplistic) rule systems. These generally remain at the normative level of minimal control one encounters in building rules and regulations, thereby failing to provide sufficient information and clarity for design guidance. Despite this, evaluation results normally bound subsequent design decisions as fundamental, inflexible constraints. At much later design stages, whenarchitectural form has been largely crystallized and when environmental subsystems must be specified in detail, both the architect and the contributing engineers often realize the severe limitation of theinitial choices. A frequently voiced argument for such simplification in the guise of abstraction is the lack of detailed information on the form and functional content of a building in the early stages of the designprocess. This obviously presupposes a tabula rasa generative approach. The application of a priori knowledge in the form of types, cases, precedents and automated recognition permits direct transaction from the abstract to the specific at and between a number of predefined relevant abstraction levels in the representation. The combination of a priori knowledge at the typological level with multilevel representations permits the use of precise simulation techniques already in the early design stages and throughout thedesign process. The simulation results employ the dual representation principle of scientific visualization, thereby linking form with measurable performance. Feedback from the simulation provides the analysis and evaluation means for design guidance and for communication between thearchitect and the contributing engineers. A prerequisite to this is that the abstraction level in the representation constrains the analysis derived from the simulation, e.g., by means of grades of fuzziness applied to different zones in the representation on the basis of information specificity.
series DDSS
last changed 2003/08/07 16:36

_id 0fbd
authors Hartog, J.P., Koutamanis, A. and Luscuere, P.G.
year 1998
title Simulation and evaluation of environmental aspects throughout the design process
source 4th Design and Decision Support Systems in Architecture and Urban Planning Conference. Eindhoven
summary The evaluation of environmental aspects in architectural design has traditionally been performed by means of simple (and often simplistic) rule systems. These generally remain at the normative level of minimal control one encounters in building rules and regulations, thereby failing to provide sufficient information and clarity for design guidance. Despite this, evaluation results normally bound subsequent design decisions as fundamental, inflexible constraints. At much later design stages, when architectural form has been largely crystallized and when environmental subsystems must be specified in detail, both the architect and the contributing engineers often realize the severe limitation of the initial choices. A frequently voiced argument for such simplification in the guise of abstraction is the lack of detailed information on the form and functional content of a building in the early stages of the design process. This obviously presupposes a tabula rasa generative approach. The application of a priori knowledge in the form of types, cases, precedents and automated recognition permits direct transaction from the abstract to the specific at and between a number of predefined relevant abstraction levels in the representation. The combination of a priori knowledge at the typological level with multilevel representations permits the use of precise simulation techniques already in the early design stages and throughout the design process. The simulation results employ the dual representation principle of scientific visualization, thereby linking form with measurable performance. Feedback from the simulation provides the analysis and evaluation means for design guidance and for communication between the architect and the contributing engineers. A prerequisite to this is that the abstraction level in the representation constrains the analysis derived from the simulation, e.g., by means of grades of fuzziness applied to different zones in the representation on the basis of information specificity.
series other
email
last changed 2003/04/23 15:50

_id 4f90
authors Kalay, Y.E.
year 1998
title P3: Computational environment to support design collaboration
source Automation in Construction 8 (1) (1998) pp. 37-48
summary The work reported in this paper addresses the paradoxical state of the construction industry (also known as A/E/C, for Architecture, Engineering and Construction), where the design of highly integrated facilities is undertaken by severely fragmented teams, leading to diminished performance of both processes and products. The construction industry has been trying to overcome this problem by partitioning the design process hierarchically or temporally. While these methods are procedurally efficient, their piecemeal nature diminishes the overall performance of the project. Computational methods intended to facilitate collaboration in the construction industry have, so far, focused primarily on improving the flow of information among the participants. They have largely met their stated objective of improved communication, but have done little to improve joint decision-making, and therefore have not significantly improved the quality of the design project itself. We suggest that the main impediment to effective collaboration and joint decision-making in the A/E/C industry is the divergence of disciplinary `world-views', which are the product of educational and professional processes through which the individuals participating in the design process have been socialized into their respective disciplines. To maximize the performance of the overall project, these different world-views must be reconciled, possibly at the expense of individual goals. Such reconciliation can only be accomplished if the participants find the attainment of the overall goals of the project more compelling than their individual disciplinary goals. This will happen when the participants have become cognizant and appreciative of world-views other than their own, including the objectives and concerns of other participants. To achieve this state of knowledge, we propose to avail to the participants of the design team highly specific, contextualized information, reflecting each participant's valuation of the proposed design actions. P3 is a semantically-rich computational environment, which is intended to fulfill this mission. It consists of: (1) a shared representation of the evolving design project, connected (through the World Wide Web) to (2) individual experts and their discipline-specific knowledge repositories; and (3) a computational project manager makes the individual valuations visible to all the participants, and helps them deliberate and negotiate their respective positions for the purpose of improving the overall performance of the project. The paper discusses the theories on which the three components are founded, their function, and the principles of their implementation.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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