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 190

_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 50a1
authors Hoffman, Donald
year 1998
title Visual Intelligence
source Norton Publishing, New York
summary After his stroke, Mr. P still had outstanding memory and intelligence. He could still read and talk, and mixed well with the other patients on his ward. His vision was in most respects normal---with one notable exception: He couldn't recognize the faces of people or animals. As he put it himself, "I can see the eyes, nose, and mouth quite clearly, but they just don't add up. They all seem chalked in, like on a blackboard ... I have to tell by the clothes or by the voice whether it is a man or a woman ...The hair may help a lot, or if there is a mustache ... ." Even his own face, seen in a mirror, looked to him strange and unfamiliar. Mr. P had lost a critical aspect of his visual intelligence. We have long known about IQ and rational intelligence. And, due in part to recent advances in neuroscience and psychology, we have begun to appreciate the importance of emotional intelligence. But we are largely ignorant that there is even such a thing as visual intelligence---that is, until it is severely impaired, as in the case of Mr. P, by a stroke or other insult to visual cortex. The culprit in our ignorance is visual intelligence itself. Vision is normally so swift and sure, so dependable and informative, and apparently so effortless that we naturally assume that it is, indeed, effortless. But the swift ease of vision, like the graceful ease of an Olympic ice skater, is deceptive. Behind the graceful ease of the skater are years of rigorous training, and behind the swift ease of vision is an intelligence so great that it occupies nearly half of the brain's cortex. Our visual intelligence richly interacts with, and in many cases precedes and drives, our rational and emotional intelligence. To understand visual intelligence is to understand, in large part, who we are. It is also to understand much about our highly visual culture in which, as the saying goes, image is everything. Consider, for instance, our entertainment. Visual effects lure us into theaters, and propel films like Star Wars and Jurassic Park to record sales. Music videos usher us before surreal visual worlds, and spawn TV stations like MTV and VH-1. Video games swallow kids (and adults) for hours on end, and swell the bottom lines of companies like Sega and Nintendo. Virtual reality, popularized in movies like Disclosure and Lawnmower Man, can immerse us in visual worlds of unprecedented realism, and promises to transform not only entertainment but also architecture, education, manufacturing, and medicine. As a culture we vote with our time and wallets and, in the case of entertainment, our vote is clear. Just as we enjoy rich literature that stimulates our rational intelligence, or a moving story that engages our emotional intelligence, so we also seek out and enjoy new media that challenge our visual intelligence. Or consider marketing and advertisement, which daily manipulate our buying habits with sophisticated images. Corporations spend millions each year on billboards, packaging, magazine ads, and television commercials. Their images can so powerfully influence our behavior that they sometimes generate controversy---witness the uproar over Joe Camel. If you're out to sell something, understanding visual intelligence is, without question, critical to the design of effective visual marketing. And if you're out to buy something, understanding visual intelligence can help clue you in to what is being done to you as a consumer, and how it's being done. This book is a highly illustrated and accessible introduction to visual intelligence, informed by the latest breakthroughs in vision research. Perhaps the most surprising insight that has emerged from vision research is this: Vision is not merely a matter of passive perception, it is an intelligent process of active construction. What you see is, invariably, what your visual intelligence constructs. Just as scientists intelligently construct useful theories based on experimental evidence, so vision intelligently constructs useful visual worlds based on images at the eyes. The main difference is that the constructions of scientists are done consciously, but those of vision are done, for the most part, unconsciously.
series other
last changed 2003/04/23 15:14

_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 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id 634d
authors Seebohm, Thomas and Van Wyk, Skip (Eds.)
year 1998
title Digital Design Studios: Do Computers Make a Difference? [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1998
source ACADIA Conference Proceedings / ISBN 1-880250-07-1 / Québec City (Canada) October 22-25, 1998, 383 p.
summary With an inevitability that is the beyond the control of architecture faculty everywhere, computers are being increasingly used in design studios. As student ownership of computers proliferates and architectural firms begin to use computers for design as well as drafting, the momentum will accelerate. The question is whether the use of computers in design studios makes a difference and what sort. Moreover, if it does make a difference, should it just be allowed to happen or should the momentum be guided by studio teachers skilled in computing. Does the use of computers in studios demand a special pedagogy that goes beyond teaching the use of the software and hardware? Are there design approaches that need to be taught in order to take advantage of the strengths of computers in design rather than attempt to make computers follow the paths trodden by manual design techniques? The question is critical because, as yet, we know very little about how computers can truly enable design, how computers can help us conceive design hypotheses, structure alternatives and simulations, and evaluate alternatives. As yet we have no body of recorded evidence to demonstrate how computer-based design studios produce work that is different from or better than traditional design, except, perhaps, in slickness of the images. Is it only in modeling and rendering final images that computers are useful or are there advantages in the use of computers through all stages design. If so what are they? In recent years many non-ACADIANS have become involved in using computers in design studios. Do we use design computing differently? Do we judge our successes differently? Do we have different expectations than these colleagues. And, even more interesting , what do they perceive as our experience and direction?
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id 6433
authors Agranovich-Ponomarieva, E. and Litvinova, A.
year 1998
title The "Real Space - Cyberspace" Paradigm
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 141-145
summary In a chain of "real - perceived - imagined space" the computer reduces to a uniform model of only real and imagined space. It cannot undertake man's function or it cannot build the perception model. However, perception assumes physiological perception, psychological estimation and understanding, and emotional ho-experience. For a person the seizing of space during perception is constructing temporary spatial images and their development. The communicative relations of the person with environment are established during revealing internal and external structural communications and the interior represents the message, unwrapped in space and perceived in time. The real space is formed under influence of the sum of conceptual restrictions. The character of these restrictions depends on a super idea, a type of an initial situation, character of installations and on social-cultural stereotypes of the author. Without this stage transition to real architectural object is impossible. Result of activity of an architect at this stage becomes creation hypothetical cyberspace, with its own peculiarities and laws.
series plCAD
last changed 1999/04/08 17:16

_id ascaad2006_paper19
id ascaad2006_paper19
authors Arjun, G. and J. Plume
year 2006
title Collaborative Architectural Design as a reflective Conversation: an agent facilitated system to support collaborative conceptual design
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary In this paper, definitions of collaborative design are discussed and understood in terms of a designer’s cognitive collaborations to explore his/her experiential memory for remote idea associations. Based on Schon’s reflective practice theory, Valkenburg and Dorst’s (1998) description of collaborative team designing is adopted as a model for a proposed design conversation system. The design conversation system is aimed at triggering the experiential memory of the designer by associating significant ideas from different design domains to provide different perspectives of a design situation. The paper describes a proposed framework for the design conversation system incorporating computational agents in a blackboard architecture environment.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss9804
id ddss9804
authors Assaf, S.
year 1998
title A Decision Support System (DSS) for Forward Housing Planning
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 This paper presents a specification of a Local Housing Strategy Decision Support System (LHS-DSS) (Conceptual and Physical model design). Emphasis throughout the design process is laid on the techniques that provide housing planners with accurate rapid assistance during the preparation process of local housing strategy. Relevant knowledge (descriptive, procedural, reasoning) and data about each step of the process, options for each situation as it arises, and a record of decisions made with underlying reasons are provided to system users. Three main components are identified to shape up the LHS-DSS: the language system for addressing housing problems; knowledge system which is responsible for gathering and accumulating the housing knowledge required; and problem processing system (an inquiry system) which produces suitable and effective recommendations to support the strategy preparation process.
series DDSS
last changed 2003/11/21 15:16

_id c373
authors Baldwin, A.N., Austin, S.A., Hassan, T.M. and Thorpe, A.
year 1998
title Planning building design by simulating information flow
source Automation in Construction 8 (2) (1998) pp. 149-163
summary Successful project management requires the effective control of the design teams and the exchange of information between them for successful design management. This paper describes a methodology involving discrete event simulation that can help the planning and control of building design. Discipline-based information flow models of the building design process are used to define the activities of the simulation model, concentrating on the concept and schematic design stages. Factors such as task durations and resources are then allocated along with any specific constraints that are to be evaluated. The model predicts the outcomes of the specific scenario of information related events, including design schedules and resource histograms. The paper describes the development and validation of the simulation model and discusses its potential application during the planning and design phases of building projects. It is concluded that this approach could form the basis of a useful tool for design managers responsible for multidisciplinary building design work.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_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 254a
authors Belz, C., Jung, H., Santos, L., Strack, R., and Latva-Rasku, P.
year 1998
title Handling of Dynamic 2D/3-D Graphics in Narrow-Band Mobile Services
source Virtual Worlds on the Internet, IEEE Computer Society, pp. 147-156
summary The factors limiting the efficient delivery and presentation of multimedia material in the cellular environment are, among others, the low bandwidth of the transmission channel(s) and the modest capabilities of truly mobile terminals. The ACTS 1 project MObile Media and ENTertainment Services (MOMENTS) is leveraging the usage of state-of-the-art technique for the handling of vector graphics and animation contents, obtained through very low data transmission channels, in order to provide veru attractive multimedia services in that environment. This paper focuses on the achievements obtained within MOMENTS in regard to the handling of dynamic 2D/3D graphics for the projected wireless multimedia services.
series other
last changed 2003/04/23 15:14

_id 029f
authors Bermudez, Julio and King, Kevin
year 1998
title Media Interaction & Design Process: Establishing a Knowledge Base
doi https://doi.org/10.52842/conf.acadia.1998.006
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. 6-25
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed ‘handmade’, ‘manual’, ‘material’ or ‘physical’. Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called ‘electronic’, ‘computer-aided’, ‘virtual’, etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper’s arguments.

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

_id b9c2
authors Bhavnani, S.K. and John, B.E.
year 1998
title Delegation and Circumvention: Two Faces of Efficiency
source Proceedings of CHI'98 (1998), 273-280
summary Throughout history, inefficient methods to use devices have been replaced by more efficient ones. This shift typically occurs when users discover how to &legate work to the powers of a tool, and to circumvent its liiitations. Strategies of delegation and circumvention, therefore, appear to be the core of efficient use. To show how this approach can expiain the relationship between tools and strategies in complex computer systems, we describe five ways to perform a real-world drawing task with current as well as 5.rture tools. We then present five corresponding GOMS models that demonstrate the value of efficient strategies when compared to the observed behavior of a professional CAD user. We conclude by presenting a generalized framework to characterize efficient strategies and discuss its relevance to design and training.
keywords Strategies; GOMS; Efficiency; Productivity
series other
email
last changed 2003/11/21 15:16

_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 Wie¿a 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 0fc8
authors Boutros, N., Sehad, T. and Constans, A.
year 1998
title Aujourd'hui, entre l'agence et l'école, quelle utilisation des nouvelles technologies de l'information - Histoire d'une méthode
doi https://doi.org/10.52842/conf.ecaade.1998.009
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 9-15
summary Nous proposons notre future méthodologie pédagogique de l'informatique fondée sur l'expérimentation d'un séminaire de 3ème cycle, aboutissement d'un enseignement qui commence dès la première année d'étude. Cette excursion comme dans un circuit organisé vous emmènera d'une agence d'architectes, aux cours d'informatique graphique de l'école d'architecture. Il y aura ensuite une pause « recherche » sur la méthodologie d'enseignement en exploitant de nombreux outils des nouvelles technologies de l'information - des expérimentations diverses ont eu lieu avec des équipes de recherche de la faculté polytechnique de Turin (Italie) et du centre d'études archéologiques d'Alexandrie (Egypte) - pour enfin arriver à notre destination, l'accès à l'information pour développer un projet architectural, une méthode pour une nouvelle génération.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/41boutros/index.htm
last changed 2022/06/07 07:54

_id 2873
authors Brin, S. and Page, L.
year 1998
title The Anatomy of a Large-Scale Hypertextual Web Search Engine
source Computer Science Department, Stanford University, Stanford, CA
summary In this paper, we present Google, a prototype of a large-scale search engine which makes heavy use of the structure present in hypertext. Google is designed to crawl and index the Web efficiently and produce much more satisfying search results than existing systems. The prototype with a full text and hyperlink database of at least 24 million pages is available at http://google.stanford.edu/ To engineer a search engine is a challenging task. Search engines index tens to hundreds of millions of web pages involving a comparable number of distinct terms. They answer tens of millions of queries every day. Despite the importance of large-scale search engines on the web, very little academic research has been done on them. Furthermore, due to rapid advance in technology and web proliferation, creating a web search engine today is very different from three years ago. This paper provides an in-depth description of our large-scale web search engine -- the first such detailed public description we know of to date. Apart from the problems of scaling traditional search techniques to data of this magnitude, there are new technical challenges involved with using the additional information present in hypertext to produce better search results. This paper addresses this question of how to build a practical large-scale system which can exploit the additional information present in hypertext. Also we look at the problem of how to effectively deal with uncontrolled hypertext collections where anyone can publish anything they want.
series other
email
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 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 e885
authors Brunetta, Vincent
year 1998
title Analyse architecturale et infographie
doi https://doi.org/10.52842/conf.ecaade.1998.239.2
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 239-252
summary Dans cet article, nous nous intéresserons à trois expériences pédagogiques dans le cadre de l'enseignement de l'infographie. Il s'agit de montrer que l'infographie et l'histoire de l'architecture, champs apparemment distincts, peuvent faire l'objet d'approches transversales. Nous commencerons par l?examen de la modélisation par description textuelle pour ensuite nous intéresser à la modélisation procédurale à base de connaissances architecturales. Ces modes d?accès et de constitution "alternatifs" de modèles infographiques représentent un moyen privilégié de confronter la modélisation infographique à l'analyse architecturale notamment par le biais de la modélisation du savoir architectural. Nous verrons comment ces exercices confrontent nos étudiants à la fois à l'analyse architecturale, à une approche de la programmation structurée ou orientée-objet ainsi qu'à une utilisation "critique" des outils de conception assistée. Nous terminerons par une expérience d'animation infographique qui questionne la pertinence de l'image de synthèse comme support à l'analyse architecturale et à la communication de celle-ci.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/24brunetta/index.htm
last changed 2022/06/07 07:54

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