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

_id ddss9806
id ddss9806
authors Besio, M., Frixione, M. and Pedemonte, O.
year 1998
title GIS technologies in the transfer of theknowledge project to the plan projectmultiple representation of the environmental spaces
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 An analysis is made of the relation between the conceptualand paradigmatic level of GIS technologies and the new forms of plan, whichmake environment the center of attention. The intention is to study newcriteria for zoning able to give contextual representations of theterritorial, environmental and landscape aspects of the geographical space,and also to study new legislative principles, able to establish integratedrules for theprojecting of soil uses, the safeguarding and recovery ofenvironmental systems and the tutelage and boosting of the landscape. The experimentation of GIS (Geographical Information System)technologies aims at the construction of systems helping to make decisionsfor the control of the environmental and landscape aspects of theterritory. An analysis is made of the ways in which there are formulated thedescriptions of the various aspects of the environment: the conceptsthrough which knowledge is expressed, the languages used forrepresentations, the cognitive models adopted. GIS technologies have made it possible to represent in an explicitmanner the paradigms underlying the various models of knowledge.Specifically, the following cognitive models have been developed:- ecological models of nature- ecological models of human settlement- ecological models of inhabitants’ mental perceptions
series DDSS
last changed 2003/11/21 15:16

_id a2b0
id a2b0
authors Charitos, Dimitrios
year 1998
title The architectural aspect of designing space in virtual environments
source University of Strathclyde, Dept. of Architecure and Building Science
summary This thesis deals with the architectural aspect of virtual environment design. It aims at proposing a framework, which could inform the design of three-dimensional content for defining space in virtual environments, in order to aid navigation and wayfinding. The use of such a framework in the design of certain virtual environments is considered necessary for imposing a certain form and structure to our spatial experience in there.

Firstly, this thesis looks into literature from the fields of architectural and urban design theory, philosophy, environmental cognition, perceptual psychology and geography for the purpose of identifying a taxonomy of spatial elements and their structure in the real world, on the basis of the way that humans think about and remember real environments. Consequently, the taxonomy, proposed for space in the real world is adapted to the intrinsic characteristics of space in virtual environments, on the basis of human factors aspects of virtual reality technology. As a result, the thesis proposes a hypothetical framework consisting of a taxonomy of spatial and space-establishing elements that a virtual environment may comprise and of the possible structure of these elements.

Following this framework, several pilot virtual environments are designed, for the purpose of identifying key design issues for evaluation. As it was impossible to evaluate the whole framework, six specific design issues, which have important implications for the design of space in virtual environments, are investigated by experimental methods of research. Apart from providing answers to these specific design issues, the experimental phase leads to a better understanding of the nature of space in virtual environments and to several hypotheses for future empirical research.

series thesis:PhD
email
last changed 2003/10/29 21:37

_id aac0
authors Garcia, Renato
year 1998
title Structural Feel or Feelings for Structure? - Stirring Emotions through the Computer Interface in Behaviour Analysis of Building Structures
doi https://doi.org/10.52842/conf.caadria.1998.163
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. 163-171
summary The use of computers in the analysis of architectural structures has at present become indispensable and fairly routine. Researchers & professionals in architecture and engineering have taken advantage of current computer technology to develop richer and more comprehensive interactive interfaces in systems designed to analyse structural behaviour. This paper discusses a research project which attempts to further enrich such computer interfaces by embodying emotion or mood (affective) components into them and assessing the effects of incorporating these into multimodal learning modules for students of architecture at the University of Hong Kong. Computer structural analysis is most often used to determine the final state of a structure after full loading, but can also be used very ably to depict the time-history behaviour of a structure. The time-dependent nature of this process of behaviour provides an excellent opportunity to incorporate emotion cues for added emphasis and reinforcement. Studying time-history behaviour of structures is a vital part of classroom learning in structures and this why such emotion cues can have significant impact in such an environment. This is in contrast to the confines of professional engineering practices where these cues may not be as useful or desirable because oftentimes intermediate time history data is bypassed as a blackbox and focus is placed primarily on bottomline analysis results. The paper will discuss the fundamental basis for the establishment of emotional cues in this project as well as it's implementation-which consists mainly of two parts. The first involves 'personifying' the structure by putting in place a structure monitoring system analogous to human vital signs. The second involves setting up a 'ladder' of emotion states (which vary from feelings of serenity to those of extreme anxiety) mapped to the various states of a structures stability or condition. The paper will further elaborate on how this is achieved through the use of percussion, musical motifs, and chord progression in resonance with relevant graphical animations. Initially in this project, emotion cues were used to reinforce two structural behaviour tutoring systems developed by this author (3D Catenary Stuctures module & Plastic Behaviour of Semi-rigid Steel Frames module). These modules were ideal for implementing these cues because both depicted nonlinear structural behaviour in a mainly time-history oriented presentation. A brief demonstration of the actual learning modules used in the project study will also be presented together with a discussion of the assessment of it's effectiveness in actual classroom teaching.
keywords Affective Interfaces, Human-Computer Interaction, Computer-Aided-Engineering
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id ddss9824
id ddss9824
authors Halin, G., Bignon, J.C.,Benali, K. and Godart, C.
year 1998
title Cooperation models in co-design: application to architectural 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 This paper focuses on cooperation concepts necessary for managing concurrent engineering. It reports on a research work being done in a project which establishes a connection between computer sciences, architecture, and telecommunications research1. Simple electronic cooperation paradigms (also called generic cooperation bricks) are found by analysing the current usage of human cooperation in the domainof AEC design environments. We introduce the principles of a middleware to build easily cooperative applications to assist cooperative design. In this approach, the design actors choose cooperation forms by instancing adapted generic cooperation bricks.
series DDSS
email
last changed 2003/08/07 16:36

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

_id 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
doi https://doi.org/10.52842/conf.caadria.1998.067
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
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 ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
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 MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id ddss9828
id ddss9828
authors Holmberg, Stig C.
year 1998
title Anticipation in Evaluation and Assessment of Urban and Regional Plans
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 order to start a move toward better computer based supporting tools for the assessment of urban and regional plans, a new research and development endeavour is proposed. In so doing, anticipation andanticipatory computing, i.e. a technique applying modelling and simulation, is found to be an interesting and promising point of departure. Hence, a fuzzy cellular automata computer model (STF) for simulation and anticipation of geographical or physical space is constructed. The main idea is to map anurban plan onto the STF for its assessing. STF has a normalised and continuous, i.e. fuzzy, system variable while both the time and space dimensions take on discrete values. Further, while ordinary cellularautomata use local rules, global ones are employed in STF, i.e. there is a total interdependence among all the cells of the automata. Outcomes of STF can be interpreted more as possible future states than exact predictions. Preliminary results seem to be well in line with main characteristics of planned urban or regional geographical spaces. Further, for the managing of multi-criteria choice situations, a fuzzy procedure – the Ordered Weighted Average (OWA) procedure – with continuous control over the degree of ANDOR-ness and with independent control over the degree of tradeoff, is proposed.
keywords Geographical space, Anticipatory Computing, Cellular Automata, Spatio Temporal Fuzzy Model (STF)
series DDSS
last changed 2003/08/07 16:36

_id 6006
authors Liu, Yu-Tung and Bai, Rui-Yuan
year 2001
title The Hsinchu experience: a computerized procedure for visual impact analysis and assessment
source Automation in Construction 10 (3) (2001) pp. 337-343
summary This paper examines the procedure of visual impact analysis and assessment (VIAA) proposed by Rahman and reviews the use of computer-aided design (CAD) applications in urban projects in the real world. A preliminary computerized procedure for VIAA is proposed. An experiment 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 Hsinchu, Taiwan from 1996 to 1998. Based on the face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for VIAA is concluded.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddss9837
id ddss9837
authors Liu, Yu-Tung and Bai, Rui-Yuan
year 1998
title The roles of virtual reality, image processing, and multimedia in thedesign of public spaces: 1997 Hsinchu Project
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 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 wasconducted 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.
series DDSS
last changed 2003/08/07 16:36

_id 29
authors Nozica, G., Grizas, E. and Potenzoni, A.
year 1998
title Diagnostico del Patrimonio Cultural Ambiental Urbano de un ¡rea de la Ciudad de San Juan Usando la Tecnologia Sig (Diagnostico of the Urban Cultural Patrimony in an area of the City of San Juan Using SGI Tecnology)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 226-231
summary This paper includes some of the results obtained by "The Assessment of San Juan City Environmental Cultural Heritage - A methodology development based on G.I.S. technology" project team. Various criteria and methodologies used for an urban sector diagnosis are analysed based on D.F. Sarmiento Native Home National Historical Monument. Although the above mentioned GIS technology was applied together with the data base generated by the SICAT (Survey Data System), it was necessary to incorporate other data which were not considered by such a base. Consequently, a new system called Heritage Data System (HDS) was designed. The methodological contribution improved the GIS quality of detecting multiple relations among the sector under study cultural goods, such as: eleven environmental historical elements, two designated national historical monuments, one designated national historical site, historical buildings, urban districts, trees and facilities and allowed to define what was called "The Protected Environmental Historical Area".
series SIGRADI
email
last changed 2016/03/10 09:56

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ddss9863
id ddss9863
authors Yaakup, A., Johar, F. and Yusof, I.M.
year 1998
title Development Control System and GIS for Local Authority in Malaysia:A Case of Kuala Lumpur City Hall
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 examines the functions of local authority particularly in the context of planning and development control. The process of development control involves a technique for the systematic compilation of expert quantitative analysis and qualitative assessment of a project's land use and development viability, including its effect on the surrounding area, andthe presentation of results in a way which enables the importance of the predicted results, and the scope for modifying or mitigating them, to be properly evaluated by the relevant decision making body before a planning application decision is rendered. Taking Kuala Lumpur as an example this paper will demonstrate the development of database and its application for development and building control. The application indicates that thefunctionality of GIS can be enhanced, i.e. by adding new model and analytical tools to existing systems and by using the GIS toolkit to best effect. Consequently it will be used to assist decision-making, taking into account among other things, the current scenarios of the proposed development, physical constraint and future impacts.
series DDSS
last changed 2003/08/07 16:36

_id 1d83
authors Dodge, M., Doyle, S. and Smith, A.
year 1998
title Visual Communication in Urban Planning and Urban Design
source Working Paper 2; Centre for Advanced Spatial Analysis Working Papers; London; June 1998
summary This Case Study documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web (WWW). First, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. The use of Virtual Worlds and their role in visualising urban form within multi-user environments is reviewed. The use of Virtual Worlds is developed into a study of the possibilities and limitations of Virtual Internet Design Arena's (ViDA's), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDA's is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan. Secondly, the role of photorealistic media in the process of communicating plans is examined. The process of creating photorealistic media is documented, and examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is that, although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling in the creation of Augmented Reality is reviewed. Augmented Reality is seen to provide an important step forward in the ability quickly and easily to visualise urban planning and urban design information. Third, the role of visual communication of planning data through GIS is examined in terms of desktop, three dimensional, and Internet based GIS. The evolution to Internet GIS is seen as a critical component in the development of virtual cities that will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality. Finally, a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design.
series other
last changed 2003/04/23 15:50

_id ddss9840
id ddss9840
authors Mahdavi, A., Akin, Ö. and Zhang, Y.
year 1998
title Formalization of Concurrent Performance Requirementsin Building Problem Composition
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 Specification of performance requirements is an emerging area of research that promises to improve building design particularly during the early stages of design. Building problem decomposition and recomposition can be based on a number of requirement categories in order to group buildingfunctions into hierarchically organized groups. Traditionally this activity is known as stacking and blocking, or zoning; and limited to spatial requirements. Our long term objective is to broaden this set into a more comprehensive one, including thermal, acoustic, and daylighting; and improve the stateof- the-art in building performance specification. While domain information from various building performance areas may be applicable toward enriching the informational basis for stacking andblocking operations, this paper focuses primarily on the thermal and acoustic domain.
series DDSS
last changed 2003/08/07 16:36

_id ddss9841
id ddss9841
authors Malkawi, Ali
year 1998
title Representing Collaborative Multi- Knowledge Agents as Generic Rules
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 discusses the internal representation of a multi-knowledge agent decision support system that was developed for building thermal design. The system is able to provide designers with specific problem detection in thermal design without the use of rules of thumb. The paper describes how generic rules can be used as virtual agents and how these agents can interact using a blackboard model. The generic rules utilized use logical variables as a strategy to capture generality. This allows the rules todeal with variables that can be replaced by any possible term. In addition, it allows the rules to be equivalent to the infinite set of rules that could be obtained if the variables were replaced in all possible ways by terms. In the system, these terms include the building elements and systems that affect the thermal behavior of the building. Problems associated with agent conflicts and how they were resolved in such a model are described.
series DDSS
last changed 2003/08/07 16:36

_id 0f4c
authors Asanowicz, Aleksander
year 1998
title From Real to Cyber Reality
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 11-19
summary Human activity takes place in two planes, at two levels. Practical activity is present in one of the planes, the other level is occupied by purely cognitive activity. When observing sufficiently long sequences of practical and cognitive activities, one notices transitions between them, which prove true the suspicions of their functional relationship. Because on both of these planes of human activity there is always one and the same element present - an informative element - which on the first plane functions as subordinate, and in the other as an independent one, one can search for a common characteristic for both planes. Such common characteristic for both levels of human activity can be perceived in the fact that in both situations the activity of a human is based on CREATION. Human thinking is based on transitions between what is accessible through experience and what is referred to conceptually. The human thought exists only and exclusively in the vertical motion: from the phenomenal level to the structural level direction of abstraction) and from the conceptual level to the empirical level direction of concretisation). All human activity is multilayered or, more precisely, it is an activity within many layers: the sensual one as well as the structural one. The appearance of conceptual thinking has created a qualitatively new type of a situation. This novelty can be easily seen both in the sphere of the practical cognitive activity as well as in the sphere of the pure cognitive activity. In both cases, the cognitive activity of a human is of a "double-decker" character: image and concept. It is necessary to note here that the "image" does not only mean structural, concrete, but also one which is purely visual, abstract, of no physical form. Therefore, the human experience, being the result of the cognitive activity, is being expressed, becoming objective, materialising in two different but compatible ways. Firstly, in the material structures of practical significance - this way the material culture is created. Secondly - in material structures which have no practical meaning but are solely used for expressing the spiritual contents - thus creating the spiritual culture. Humans have developed an extraordinarily strong need for spiritual activity, which is manifested by the material activity, redundant from the point of view of the material needs.
series plCAD
email
last changed 2003/05/17 10:01

_id 473f
authors Bartnicka, Malgorzata
year 1998
title The Influence of Light upon the Spatial Perception of Image
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 21-26
summary With regard to mental perception, light is one of the basic and strongest experiences influencing man. It is a phenomenon unchanged since the beginning of human kind, regardless of the fact what form or shape it was transmitted in. We are so used to light that we have stopped noticing how much we owe to it. It is the basic source and condition of our visual perception. Without light, illumination, we would not be able to see anything as it is light that transmits the shapes, distances and colours seen by us. The light which we perceive is a specific sight stimulus. It constitutes of only a small range of the spectrum of electromagnetic radiation existing in nature. The visible radiation encompasses the wave length from 400 to 800 nm. When the whole range of the visible wave spectrum enters the eye, the impression of seeing white light is produced. The light rays entering the sight receptors are subject to reflection, absorption and transmission. In the retina of the eye, the light energy is transformed into nerve impulses. The reception of light is dependent on the degree of absorption of the length of certain waves and the concentration of light. A ray of light entering the eye pupil is the proper eye stimulus which stimulates the receptors of the retina and causes visual impressions.
series plCAD
last changed 1999/04/08 17:16

_id 4
authors Bollinger, Elizabeth and Alvarado, Rodrigo Garcia
year 1998
title Archetypes as Precedent of Virtual Architectures
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 32-35
summary Archetypes are psychological concepts described by the renowned Swiss psychologist Cari Jung. It is possible identify archetypal forms in eminent buildings of different regions and ages, recognizing archetypes as a multi-cultural liaison for various architectures. These concepts function as basic precedents of spatial design in different geographical and historical contexts. The emerging digital culture is establishing a plethora of virtual environments, through web-pages of the Internet, global TV, multimedia CD, video games and immersive devices. These virtual environments offer electronic activities and tools for architectural practice. In both senses, virtual architectures conforms to the visual and spatial characteristics of technologies. Thus, electronic capabilities establish digital habitats and references to contemporary architecture. Since virtual architectures are immaterial constructions, perceptual properties guide the spatial and formal design. In that sense, archetypes allow a basic vocabulary for the design of virtual architectures, linking them to cultural history and giving them a human orientation.
series SIGRADI
email
last changed 2016/03/10 09:47

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